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  • Writer's pictureYuke Wu

14/03 SELFIE

Updated: Apr 8, 2019


Learning objective:

1. How new media can be applied to instructional technology.

2. Explore new possibility in classroom teaching.

3. Get to learn some new technology like social media, audio, video, digital fabrication as well as physical computing, basic circuits and creative coding.

4. Understand Technological Trends in Art Education and the impact of technology in the art room,

5. Make connections between digital-based media and their particular value for educators.

6. Explore a broad variety of media while making connections between traditional and new materials as a means to build new combinations.

7. Explore the social potential of media learning and digital technologies.


How I meet the goal:

1) Doing projects of every topic.

2) Reading relevant articles.

3) Collaborative learning with classmates. (discussion, and sharing)

4) Digital Stewardship

5) Hands-on experience and projected based learning.


The potential of using technology-infused materials for art making and classrooms:


The new 21st century learners must master more than the core curriculum to succeed in secondary and postsecondary institutions, as well as in the workplace. The Partnership for 21st Century Skills, a national organization advocating for 21st century readiness for every student, explains the outcomes of this transformation as fusing the traditional three R’s with four C’s: critical thinking, creativity, communication, and collaboration.

As students develop the four C’s. The effective application of these vital skills in a technology-infused life and workplace requires acquiring them in a technology-infused learning environment. This environment calls for two elements: As instructors, we must increasingly put technology into the hands of students and must trust them with more progressive technology use.


It is no longer sufficient for students to have less access to technological tools than the teacher, nor is it enough for any one suite of software to serve as the zenith for technology mastery. For student performance to approximate student potential, students need access to a constantly evolving array of technological tools and activities that demand problem-solving, decision-making, teamwork, and innovation. The four C’s are at the heart of the International Society for Technology in Education’s National Educational Technology Standards (NETS) for Students, providing a substantial framework for defining the focus of technology objectives for K-12 students. For example, in implementing these standards we have found that even our youngest 21st century learners are capable of independently creating digital storybooks, artwork, presentations, and movies.


Discovery activities give students real-world, problem-solving experience and ownership over their learning, as well as allow them to bring their observations into the subsequent lesson, discussion, or creation activity as prior knowledge. Also, creation activities provide students the ability to develop creativity and problem-solving skills by displaying their mastery in profound and meaningful ways.

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