Sunday, December 4, 2016

Technology Play-Testing Assignment 3


Creativity Tools

Creativity Tools are “anything that allows a student to create or produce something,” they help to inspire and empower students to brainstorm, generate, and organize their ideas.  Creativity tools are much more than avenues by which information is recalled by the student, they instead provide a framework by which individuals begin to focus on higher level thinking skills.  The student moves up Bloom’s Taxonomy from simply memorizing information to name, select, locate, and identify items (Remembering) to being able to compare, differentiate, critique, assess, plan, and combine information in the production of an original, unique product. This not only requires the student’s thorough understanding of the subject matter but also taps into their originality and creativity (Analyzing, Evaluating, and Creating).   
 
 
      For my 3rd Tech Play Assignment on creativity tools, I will be exploring several applications for Apple products since the district I'm currently employed with has spent millions of dollars developing mobile iPad labs for all of its middle and elementary schools as well as providing iPads for all high school students for their use throughout the school year.  The applications I will be reviewing are iMovie, ComicBook!, and Science360; all are available through the Apple App Store for download.

  
iMovie:  ($4.99, Rated for ages 4 and up)
 
  *I’m beginning with this particular because I’ve seen it used first hand in a 3rd grade science class and the results were impressive.

    

This is an application from Apple which allows teachers to create videos to introduce or support classroom instruction and content delivery, videos which can then be accessed and re-played by students whenever necessary to re-teach and review classroom instructional material. Students can also produce their own videos, generate their own stories, and show electronically their understanding of presented materials and demonstrate their comprehension of concepts.  Both the instructor and students can, through this application, bring relevant topics from the out-side world into the classroom by documenting and recording current events to then be shared with the entire class or school if the material is deemed appropriate.  These engaging, collaborative presentations incorporate video, pictures, text, sounds, and music into a medium which can be distributed through iCloud to all Apple devices or saved to a photo library, iTunes, accessed through a classroom blog, shared directly on Facebook and Vimeo, or even via YouTube using the Mac X YouTube application.   This incredible application literally puts a mobile movie studio into the hands on the student for pennies on the dollar, excluding of course the initial cost of setting up a mobile lab.  This technology incorporates cross-curricular skills to construct video reports and classroom projects for their core curriculum classes, book summaries or trailers for their reading class, as a means, within a language arts class, to compare and contrast characters found in classroom literature, as a tool to demonstrate the mathematical properties of slope, surface area, volume, etc… as they apply to everyday items found throughout the classroom/school, or even within a social studies class as a means of discussing important/controversial historical issues and the student’s views on their possible impact on today’s society (upper grade levels).  The iMovies application provides a “digital age learning experience” which “facilitates and inspires students learning, creativity, and innovation” in ways which regular classroom instruction simply cannot (ISTE Standards, 2008).  The types of lessons made possible through this application would elevate classroom instruction into the Advanced Tech, Level III found within the Texas STaR Chart, specifically:


TL1.  Teacher structures classroom learning to student experiences based on inquiry and higher level thinking processes using age appropriate graphics, animation, multimedia, and/or video.  Curriculum activities are integrated with technology allowing all students to solve problems and make decisions.
*I’ve included the webpage below to an example of what a video made using the iMovie application can look like.





 

 
This particular video was produced by a 9 year old as an American History school project on abolitionist…

 

https://www.youtube.com/watch?v=f82BP2mh8gg&feature=youtu.be

 
  
I was blown away, this is Truly Amazing!!!!!!





 
ComicBook!:  ($2.99, Rated for ages 9 and up)

      This very well designed application from Apple allows teachers and students to create their own comics using a wide variety of features giving them a tremendous range of creative control in the development of their final product.  Images can either be imported from the user’s personal library or new pictures captured and used.  Images can be adjusted according to scale and position and ten adjustable image filters are available to vary the look from sketch to poster or comic effect to noir. 


 
 

374 “stickers,” created by artist Joanna Mulder, are also available for use within the pages of the comic as well as eleven different caption tools to help capture the mood of the piece. 

*These are some examples of the “stickers” available for use within the app.



 
     The fonts are adjustable according to theme, size, boldness, and color.  105 background layouts are provided to help in the customization of the comic, some categories include:  Vintage, Fun, and Classic photo portrait layouts; and also, Classic, Modern, and Vintage style landscape layouts with selectable aspect ratios of 1:1, 3:2, 4:3, and 16:9.  Created works can be saved as a JPG or PDF file and shared through a photo library, on Twitter, Facebook, Instagram, or even printed out for distribution.  This incredible application allows the student to produce their own high-quality comics for pennies on the dollar, excluding of course the initial cost of setting up a mobile lab.  The ComicBook! application takes advantage of the recent revival and interest in these tales of good versus evil with characters many of us grew up with and a whole new generation is learning to appreciate. 
*Three of the top 10 highest grossing domestic movies of all-time were based on comic book characters and many of the other titles went on to be published in a comic format.


All Time North American Domestic Top 10 Movies


Note: These figures represent the total amount of money a movie has taken domestically over the lifetime of the film since its' original release.


Rank
Year Released
Title
Domestic
Box Office
International
Box Office
Worldwide
Box Office
1
2015
Star Wars Episode VII:   The Force Awakens
$936,662,225
$1,122,000,000
$2,058,662,225
2
2009
Avatar
$760,507,625
$2,023,411,357
$2,783,918,982
3
1997
Titanic
$658,672,302
$1,548,943,366
$2,207,615,668
4
2015
Jurassic World
$652,198,010
$1,018,130,015
$1,670,328,025
5
2012
The Avengers
$623,279,547
$896,200,000
$1,519,479,547
6
2008
The Dark Night
$533,345,358
$469,546,000
$1,002,891,358
7
2016
Finding Dory
$486,293,573
$536,436,170
$1,022,729,743
8
1999
Star Wars Episode I:   The Phantom Menace
$474,544,677
$552,500,000
$1,027,044,677
9
1977
Star Wars Episode IV:      A New Hope
$460,998,007
$325,600,000
$786,598,007
10
2015
Avengers: Age of Ultron
$459,005,868
$945,700,000
$1,404,705,868

*Information gathered from the website: The Numbers: Where Data and the Movie Business Meet. “Movie Box Office Records: All Time North American Domestic Top 10 Movies.”

 

Unfortunately, many individuals maintain a less than favorable view of comics in general which is truly unfortunate.  Comics about events in history can not only serve as the stimulus for engaged discussions in a social studies class between the instructor and his or her students but also within the student body itself.   Cause and effect relationships could be analyzed, across many core curriculum classes, by delving into a comic book character’s origin story.  Comics are a great way to inspire students to plan, design, and write within a language arts class.  Within a reading class, as a unit culminating activity, students could be tasked with producing their own comic book story as a follow-up to a book read and discussed in class.  One such novel could be The Outsiders by S.E. Hinton.  Students could be given the opportunity to work individually or collectively in small groups to first, choose a surviving character from the book with whom they can relate to and develop an original narrative taking place 10 years after the events of the story.  This would allow the students an opportunity to write about what they wanted to write about and not what we as educators think they should take away from the book.  The use of the ComicBooks! application would empower the students to take charge of their own learning from the literature, to gain ownership by creating their own original artwork, making storyline decisions based on their understanding of ideas and values presented within the book, and providing supporting and vivid details within their original composition which would never have see the written page given an average, run-of-the-mill, vanilla writing assignment.  These comics could then be posted to the classroom website and shared with their classroom peers, friends, and family.  Students could even be given the opportunity to critique each other’s work virtually, online. 



I really enjoyed learning about this app and reflecting on some of its possible uses within the curriculum.  Student engagement is everything; excited learners take pride in what they are doing and I believe the use of this technology could very well lead to great gains in student planning and sequencing skills, their descriptive writing, use of punctuation, an expanded vocabulary, and would very likely engage reluctant readers within the class while allowing opportunities for the advanced pupil to extend these activities to incorporate cross-curricular knowledge.   The types of lessons made possible through this application would elevate classroom instruction into the Advanced Tech, Level III found within the Texas STaR Chart, specifically:


TL1.  Teacher structures classroom learning to student experiences based on inquiry and higher level thinking processes using age appropriate graphics, animation, multimedia, and/or video.  Curriculum activities are integrated with technology allowing all students to solve problems and make decisions.

but also Target Tech, Level IV of the Texas STaR Chart:

  EP5.  Teacher uses technology tools in new ways where learning becomes more collaborative, interactive, and customized.  Teacher provides opportunities for students to extend their learning with project-based, individualized activities as the norm, resulting in increased student independence and sophisticated products.

 

Science360:  (Free, Rated for ages 4 and up)
 
      This very well designed application developed by the National Science Foundation for Apple which incorporates text, images, and streaming videos covering an extensive range of news and information on current topics in science, mathematics, and engineering.  The high interest content will appeal to science loving kids of all ages and is sharable through E-Mail, Facebook, and Twitter.  Content is searchable through what the developers call a “360 View” or key word search.  


                                360 View Screenshot




                                   Keyword Search Screenshot

 



Science360 allows users to bookmark favorite images, articles, and videos so that they can be easily located at anytime.  An in-app news feed option is also available for individuals wanting to keep abreast of breaking reports on new scientific discoveries.  The types of lessons made possible through this application would elevate classroom instruction into the Developing Tech, Level II found within the Texas STaR Chart, specifically:

EP5.  Teacher modifies instruction through the use of technology (e.g., Internet research to locate contemporary sources, use of word processors for student writing and editing, etc.)

*Although this is a very engaging, creative application which I can see being an incredible addition to any classroom for teachers and students alike, there is no avenue by which students can “create and/or produce something” and it is for this reason that I do not think it should be included in a discussion of creativity tools.
 



REFERENCES:

Standards, ISTE. (2008). ISTE Standards for Teachers & Students. Retrieved December 3, 2016, from http://www.iste.org/standards/standards

Staff, Teach Thought. (2013, April 7). 14 Bloom’s Taxonomy Posters for Teachers.  Retrieved December 3, 2016, from http://www.teachthought.com/critical-thinking/blooms-taxonomy/14-brilliant-blooms-taxonomy-posters-for-teachers/

Texas STaR Chart. (2006). Retrieved December 3, 2016, from https://www.txstarchart.org/

The Numbers: Where Data and the Movie Business Meet. “Movie Box Office Records: All Time North American Domestic Top 10 Movies.” Retrieved December 3, 2016, from http://the-numbers.com/movie/records/

No comments:

Post a Comment