Digital Storytelling
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Teknologia Phase 2 Project
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About the project
Inspired by visiting virtual gallery tours online and an educational motivation to have students-driven art exhibitions, this project aims to teach students the technology and computer science thinking behind VR experiences. Student Participants A variety of art students at the high school level have completed portions of the student-led exhibition project. The students in Digital Art (grade 9) are creating the VR gallery exhibition using ArtSteps. Materials | Resources 360 camera (Theta or Garmin) Tripod Mini iPad (for 360 camera and photo documentation) ThingLink classroom account Screencastify account ArtSteps account (test site here) G-Suite (Classroom, Slides, Forms, Sites) Self-Developed Art Exhibition Resources Site Finished Student Site: The Show Must Go On |
Blog Posts |
Curriculum Documents
360 Cameras and ThingLink VR Websites
My original plan was to have a live show, document it with the 360 camera, and then use ThingLink to create a virtual gallery archive of the show. I took on a student teacher and planned to complete this project when she finished her placement. She finished her placement March 17th and we were shut down for the year as of March 16th. I created these documents to support the live show / digital archive project. |
ArtSteps Virtual Gallery
When school was closed due to COVID-19, I had to change my plan. I found a VR site (Artsteps) and started creating lessons to support building a communal gallery in place of a live show. Here are the 4 student work groups with team responsibilities listed out: Exhibition Roles Here is the extended version broken down into steps for the student: Exhibition Roles Skeleton Plan Here is the link to their Virtual Gallery space for June 2020: The Show Must Go On |
ISTE for Educators
(1) Learner Educators continually improve their practice by learning from and with others and exploring proven and promising practices that leverage technology to improve student learning. Educators: 1a Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness. 1b Pursue professional interests by creating and actively participating in local and global learning networks. 1c Stay current with research that supports improved student learning outcomes, including findings from the learning sciences. (3) Citizen Educators inspire students to positively contribute to and responsibly participate in the digital world. Educators: 3a Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community. (4) Collaborator Educators dedicate time to collaborate with both colleagues and students to improve practice, discover and share resources and ideas, and solve problems. Educators: 4a Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology. 4b Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues. 4c Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally. (5) Designer Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability. Educators: 5a Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs. 5c Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning. |
ISTE for Students
(1) Empowered Learner Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences. 1d Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies. (4) Innovative Designer Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions. 4d Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems. (6) Creative Communicator Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals. 6a Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication. 6b Students create original works or responsibly repurpose or remix digital resources into new creations. 6c Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations. 6d Students publish or present content that customizes the message and medium for their intended audiences. (7) Global Collaborator Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally. 7c Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal. |