This is an introductory digital image editing project in which students will create an absurdist collage from images they find online. Students will be challenged to exercise their web research skills as well as develop familiarity with digital image manipulation software.
To get started, I gave all of the students the same T-Rex JPEG and encouraged them to try upsetting audience expectations by repurposing this image. Students should be familiar with selection, transformation, history, and layers.
Although I have used this project in a lab with Adobe Photoshop, it can also be run successfully on free software such as the GIMP.
This project assumes that students have access to the Web.
This project could be improved by adding art historical context re: dada, surrealism, and pop art.
This collection of resources explores the use of digital image editing software in the mass media. We explore popular images of beauty and the use of digital imagery in news media.
I developed this material for students learning digital image manipulation techniques in a computer science class but it could easily be adapted to a wide range of courses.
Digital image editing project. This project assumes that students have a familiarity with selection, transformation, layers, and history tools in a digital image editing program such as the GIMP or Photoshop.
It is most effective when paired with a critical look at the use of digital photo editing techniques in mass media (see my related collections.)
The materials contained here were developed in tandem with Architecture for Humanity's 2009 Open Architecture Challenge: Classrooms, in keeping with the standards outlined here.
The 2009 Open Architecture Challenge: Classroom is inviting architects, designers, students, teachers and parents to imagine the classroom of the future.
The Open Architecture Challenge is an open, international design competition. It is hosted once every two years on the Open Architecture Network. This year with partner Orient Global, the challenge is focusing on classroom upgrading and design.
Anyone can participate and the winning design will receive $50,000 for their school. To learn more, or to enter the competition, visit: http://www.openarchitecturechallenge.org
Teachers and students know what makes a classroom work, lets them design the classroom of the future. To make this happen we have an exclusive student and teacher resources page http://openarchitecturenetwork.org/competitions/challenge/2009/teacher
The Greenland Space Science Symposium materials are a joint educational collaboration of the National Institute of Aerospace and Nortel LearniT. Technology-integrated reports via video interviews communicate What is it like to live in Greenland? Polar regions, the Earth’s magnetic sphere, space weather and magnetosphere, auroras, solar cycles, and solar storms, comparison of Earth to Mars, lesson plans and blogs showcase how technology can truly enhance classroom materials. When creatively used, technology can engage, inspire and create learning. It can be both the medium for teaching as well as the end product. This learning resource includes how to use the Greenland Space Science Symposium materials and how to get started creating great materials like these for your classroom.
Learn how to create your own video. This Nortel LearniT video series provides the skills needed to develop your own video from the shoot to the editing room.
Project Overview and Introduction
The Creating Career Bytes Toolkit takes you step-by-step through a Career Bytes project--student produced short video interviews with professionals that showcase how they reached their career goals. Career Bytes projects encourage the kids who create and view the videos to explore technology-related careers and provide engaging video interview and video technology experience.
Discover How to Use Career Bytes with Your Students, then view the Career Bytes Step-by-step Overview. To get your project going, explore our
Nortel LearniT’s Cybersafety curriculum and resources—tools, tips, activity guides, lesson plans, safe site lists, and more--assist you in working with the Internet and the expanding Web 2.0 capabilities which enable great information sharing and great challenges. Dealing with these can be daunting, confusing, tempting and dangerous for all users—young people, teachers, parents, and students of all ages. Almost daily, new web sites emerge that encourage the sharing of personal contact information, photographs and videos. Unfortunately, with this influx of new social media web sites, more and more kids engage in and experience unsafe and threatening behavior and cyberdangers online. Plus computer viruses and popups, spam, hoaxes, scams/fraud, identity theft, and cookies tracking your location and web site use are ever present. How can you make the right choices in such a volatile environment? What appears safe or comfortable may be very secure OR be very dangerous, causing actual harm in a multitude of ways.
International Exchanges are a great way to learn about different languages, cultures and geography. Learn how suburban Atlanta and Ottawa students crossed virtual borders to fuel their 21st century learning.
The first Nortel LearniT-sponsored bilingual Canada/US e-learning videocast took place between English and French-speaking middle schoolers in began April 2008, followed by a second sessions in May. This ongoing activity is designed to increase student's awareness of students around the world and their similarities and differences via a periodic face-to-face video/audio exchange.
Webb Bridge eighth graders (Alpharetta, GA) and students at École secondaire catholique Franco-Cité, Ottawa, conversed, in true exchange spirit, each in the other's language. Initial participants were six eighth grade level classes, totaling some 150 students in the two collaborating countries. As part of the exchange, each student presented a collage they had prepared introducing themself to the groups joined via audio and video connection via Nortel Multimedia Communication Server (MCS) technology.
The National Institute of Aerospace (NIA), Nortel LearniT and Nintendo of America have teamed to develop Master the Science, an interactive, Internet-accessed learning inquiry including the familiar Pokémon characters to engage students in a program that incorporates science, technology, engineering and mathematics (STEM) themes into activity units for elementary and middle school students. This teaming of three nationally-recognized, award-winning educational materials developers empowers teachers and students with easily accessible standards-based tools.
The learning games allow students to “Master the Science…Master The Game” by joining with Pokémon Diamond and Pokémon Pearl and other characters in exploring the dimensions of time and space in Gr. 3-5 lessons titled: Timekeeping by the Sun, Traveling with Dirty Snowballs, Living in Space and Gr. 6-8 level lessons titled: Expanding Universe, Life of a Star, Traveling in Space. The collaboration provides an opportunity for children to learn 21st century science using 21st century tools with characters they know. Capturing learners' imaginations via recognizable characters and symbols is just one ingredient in generating effective, engaged learning.