LACMA’s Art + Film Initiative: Fostering Visual and Media Literacy in K–12 Sc...West Muse
We live in a visual, tech-oriented world, where students must decipher images, information, and technology in order to navigate our twenty-first century. How can museums capitalize on technology’s growing accessibility to foster visual and media literacy skills? Learn about the Los Angeles County Museum of Art’s Art + Film Institute for K-12 teachers from an educator, a filmmaker, and a teacher participant. Explore interdisciplinary connections between art, media, and the Common Core California State Standards.
Moderator: Veronica Alvarez, Director of School and Teacher Programs, Education & Public Programs, Los Angeles County Museum of Art
Presenters:
Brick Maier, Founder, Tabletop Moviemaking
Fernando Galvez, 5th Grade Teacher, Kingsley Elementary
STEAM & Día: Offering Informal Learning with a Mind Toward DiversityAmy Koester
These slides accompanied a September 2015 webinar on the topic of STEAM programming with intentional targeting of cultural, ethnic, and racial groups underserved in STEM.
Introduction to digital storytelling with Storyboard That. Learn how creating storyboards, comics, and graphic organizers can help students retain your lessons with great learning outcomes. Adapting to 21st-century learning styles, this program is great for any pedagogy.
In this session, I will demonstrate how a teacher can use our software with differentiated instruction in their ever changing and diverse classroom. Digital storytelling brings ELA, History, Foreign Language, Special Education, Social Studies, and STEM to life with student created projects.
Storyboard That’s award-winning, browser-based Storyboard Creator is the perfect tool to create storyboards, graphic organizers, and powerful visual assets for use in the classroom. The application includes many layouts, and hundreds of characters, scenes, and search items. Once a storyboard is created, the user can present via PowerPoint, Google Slides, or Apple Keynote, or they can email the storyboard, post to social media, or embed on a blog. Storyboards are stored in the users’ account for access anywhere, from any device, no download needed. Storyboard That helps anyone be creative and add a visual component to any and every idea.
Ferrarelli M 2015 Hacker Ethic & Remix Practices in the 21st Century ClassroomMariana Ferrarelli
Defined by Ken Robinson as the process of generating ideas that have value, creativity still remains a mystery to many educators. Whether it can be taught or not, how it can be fostered in the 21st century, or why it is relevant to teachers are all aspects of the same issue that should be addressed from an in-depth perspective. Is there anything 100% new? Where does ‘newness’ come from? Do digital technologies promote or stifle creativity? The presenter will deal with all these challenging questions focusing the analysis on what happens with creativity in the language classroom. Is there only one way to be creative? Can creativity become a habit? Teachers and educators in general are all invited to debate and share experiences.
LACMA’s Art + Film Initiative: Fostering Visual and Media Literacy in K–12 Sc...West Muse
We live in a visual, tech-oriented world, where students must decipher images, information, and technology in order to navigate our twenty-first century. How can museums capitalize on technology’s growing accessibility to foster visual and media literacy skills? Learn about the Los Angeles County Museum of Art’s Art + Film Institute for K-12 teachers from an educator, a filmmaker, and a teacher participant. Explore interdisciplinary connections between art, media, and the Common Core California State Standards.
Moderator: Veronica Alvarez, Director of School and Teacher Programs, Education & Public Programs, Los Angeles County Museum of Art
Presenters:
Brick Maier, Founder, Tabletop Moviemaking
Fernando Galvez, 5th Grade Teacher, Kingsley Elementary
STEAM & Día: Offering Informal Learning with a Mind Toward DiversityAmy Koester
These slides accompanied a September 2015 webinar on the topic of STEAM programming with intentional targeting of cultural, ethnic, and racial groups underserved in STEM.
Introduction to digital storytelling with Storyboard That. Learn how creating storyboards, comics, and graphic organizers can help students retain your lessons with great learning outcomes. Adapting to 21st-century learning styles, this program is great for any pedagogy.
In this session, I will demonstrate how a teacher can use our software with differentiated instruction in their ever changing and diverse classroom. Digital storytelling brings ELA, History, Foreign Language, Special Education, Social Studies, and STEM to life with student created projects.
Storyboard That’s award-winning, browser-based Storyboard Creator is the perfect tool to create storyboards, graphic organizers, and powerful visual assets for use in the classroom. The application includes many layouts, and hundreds of characters, scenes, and search items. Once a storyboard is created, the user can present via PowerPoint, Google Slides, or Apple Keynote, or they can email the storyboard, post to social media, or embed on a blog. Storyboards are stored in the users’ account for access anywhere, from any device, no download needed. Storyboard That helps anyone be creative and add a visual component to any and every idea.
Ferrarelli M 2015 Hacker Ethic & Remix Practices in the 21st Century ClassroomMariana Ferrarelli
Defined by Ken Robinson as the process of generating ideas that have value, creativity still remains a mystery to many educators. Whether it can be taught or not, how it can be fostered in the 21st century, or why it is relevant to teachers are all aspects of the same issue that should be addressed from an in-depth perspective. Is there anything 100% new? Where does ‘newness’ come from? Do digital technologies promote or stifle creativity? The presenter will deal with all these challenging questions focusing the analysis on what happens with creativity in the language classroom. Is there only one way to be creative? Can creativity become a habit? Teachers and educators in general are all invited to debate and share experiences.
Participatory Design & Learning Space EvaluationDoug Worsham
Join in for this opportunity to discuss and share ideas on a diverse toolkit for designing and investigating the success of learning spaces, including participatory design, campus partnerships, and space evaluation toolkits. Resources/links from the presentation: http://zotero.org/groups/498715
This slide shows the idea of "hazard-map board game creation tool"which enables the users to create boardgames from templates uploaded on the website.
It is developed for the purpose of enhancing the disaster prevention education, mainly in developing countries where such education is not enough.
An hour-long presentation about visitor participation in museums, with a focus on history institutions. First presented at the Missouri History Museum on 22 July 2010. Created by Nina Simon, Museum 2.0.
Designing Interactive Library Spaces - Seminar w/ EdLab, Teachers College of ...Brian Pichman
Brian Pichman, a member of the Evolve Project, is dedicated to bringing libraries into the future using cost effective measures and strategies, as well as blending environments to be engaging and interactive.
Learn why libraries around the world are changing and evolving to meet the needs of the patrons. Together we investigate ways libraries have been creating new interactive spaces, and how they are building makerspaces and fab labs. We also discuss emerging technology and how that plays a role in not only learning spaces but also what it means for content creation and curation. As a group, we will discover ways libraries can improve and further define themselves as community anchors. We will also take a virtual walk through of a redesign Brian has done for a children's public library and ways he branded and marketed the project to help find extra funding.
Participatory Design & Learning Space EvaluationDoug Worsham
Join in for this opportunity to discuss and share ideas on a diverse toolkit for designing and investigating the success of learning spaces, including participatory design, campus partnerships, and space evaluation toolkits. Resources/links from the presentation: http://zotero.org/groups/498715
This slide shows the idea of "hazard-map board game creation tool"which enables the users to create boardgames from templates uploaded on the website.
It is developed for the purpose of enhancing the disaster prevention education, mainly in developing countries where such education is not enough.
An hour-long presentation about visitor participation in museums, with a focus on history institutions. First presented at the Missouri History Museum on 22 July 2010. Created by Nina Simon, Museum 2.0.
Designing Interactive Library Spaces - Seminar w/ EdLab, Teachers College of ...Brian Pichman
Brian Pichman, a member of the Evolve Project, is dedicated to bringing libraries into the future using cost effective measures and strategies, as well as blending environments to be engaging and interactive.
Learn why libraries around the world are changing and evolving to meet the needs of the patrons. Together we investigate ways libraries have been creating new interactive spaces, and how they are building makerspaces and fab labs. We also discuss emerging technology and how that plays a role in not only learning spaces but also what it means for content creation and curation. As a group, we will discover ways libraries can improve and further define themselves as community anchors. We will also take a virtual walk through of a redesign Brian has done for a children's public library and ways he branded and marketed the project to help find extra funding.
The Participatory Museum - Long PresentationNina Simon
This is a long version of an overview presentation on visitor participation in museums and cultural institutions. First presented in Taichung, Taiwan on August 12, 2010.
Let's use the iPad to create not be another electronic worksheet. Simple apps to create content that reflect student's understanding of the curriculum.
RE-IMAGINING SPACE OUTREACH - 100 YEAR STARSHIP SYMPOSIUM 2013 - Kathleen D. ...Ktoerpe
I propose an expansive, developmental and organic space outreach model that is simultaneously learner and concept-centered. It is connective and comprehensive, while flexible enough to "grow up" with us as we progress in our understanding of what it means to be a spacefaring civilization and people. This outreach model emerges from the multi-disciplinary STEM and STEAM fields engaged in space research and exploration; engages audiences as active contributors and problem-solvers; and evolves over time with an adaptive focus on the process, rather than individual content, of space education and outreach.
RE-IMAGINING SPACE OUTREACH - 100 YEAR STARSHIP SYMPOSIUM 2013 - Kathleen D. ...
Experiential learning final
1. Design
D i considerations of
id i f
EXPERIENTIAL LEARNING SPACES
Victoria University Learning Space of the Future
y g p
David C
D id Cummings
i
Fiona Young
4. Testing Emerging and New Pedagogies
If Victoria University is to be a Global Institution this means
we have to engage with relevant emerging pedagogies such
as Place Based Learning ( g (Gruenewald, 2003), or Space,
, ), p ,
place and identity pedagogies (Edwards and Usher, 2000),
and to examine how the nature of the context and
characteristics of knowledge have changed (‘Connectivism’,
Siemens, 2006), as well as to continue to test more
traditional pedagogies of constructivism and critical
pedagogies.
5. “Our children are living in the most intensely
Our
stimulating period in the history of the earth…”
Sir Ken Robinson
6. What are the essential core skills all
students need to have when they
lleave school?
h l?
Ian Jukes 21st Century Fluency project
7. 1. Problem Solving
2. Creativity
3. Think Analytically
4. Collaboration
4 C ll b ti
5 Co
5. Communication
u ca o
6. Ethics, Action and Accountability
9. ‘A place to promote and foster
A
collaboration, creativity and
interdisciplinary learning’
10. ‘Why is an experiential
space different? Aren’t
all spaces experiential?’
p p
11. HSC student
Education Student
Business Academic
Interior Designer
Urban Designer
Ub D i
Set Designer
Exhibition D i
E hibiti Designer
Musician
Workplace Designer
Architect
Client
Inter-disciplinary workshop
12.
13. nature tidy sculptural
y p q
quiet
extreme sensory
secluded active unexpected
non‐precious
i clean empty
l
enclosed extremely cramped
l d t l d
white noise
white noise raw high ceilings
high ceilings
out of scale
out of scale textured busy
14. workshop library tool kit
shed kitchen under a tree
lab garage beach cupboard
dream space field trip
p
theatre bedroom courtyard
y
studio garden coffee shop
coffee shop
g
gallery
y abandoned spaces
p
44. • Train the users
• Learn from students
• Provide IT support
• Create apps to help them learn
• M ti t students to explore
Motivate t d t t l
the space to motivate tutors
45. Supporting Innovation
Home Workplace Another Campus Community UTEP
Outreach
• Movi • Movi • Telepresence • Telepresence • Video
• Sh
Show and Share
d Sh • Sh
Show and Share
d Sh • Movi Conferencing
f
• Webex • Webex • Show and Share
• Xbox
THE LEARNING SPACE OF THE FUTURE
Supporting IT infrastructure Supporting Pedagogies
46. Thank Y #i
Th k You #innovativelearning!
ti l i !
#unidesign11@informahighered
David.cummings@vu.edu.au
David cummings@vu edu au fiona_young@bvn.com.au
fiona young@bvn com au
@daveymelb @fionay27