Image - What do these images have in common?
A Technological Overview Of Digital Imagery
The potential for using images in the classroom really are endless. You can create images for students to write about, they can provoke deep thinking or you could even get students to make their own images as a way of communicating with their teacher or classmates.
There are a variety of methods and templates to create your own image. I have used a collage program called PhotoEditor. This allows me to use filters, Photoshop and use a variety of layouts to create an image or collage. I didn't see the need to use the Photoshop apps to their full ability because I do not need it for my activity, but I did change on image to black and white. Collages are great for creating an anthology of sorts for students to build on.
There are more complex programs such as Art Range, Tux Paint and Be Funky which have complex Photoshop abilities and even allow the user to create comic strip. There are also more simple programs like Snapchat or even just a mobile phone or tablet can be used to capture and create images.
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| Professional Photoshop Before and After- http://www.womansday.com.au/ |
Although the Image creator programs and devices are designed to only have one user, people are still able to communicate on a mass level with apps like SnapChat so there is potential to have multiple people involved with the image. Potentially you could have one student slightly change the image, and send it around like a digital 'Chinese whispers'. This also creates a problem with images being sent around without people's permission. Once something is places on the Internet, whether on Facebook or a classroom WikiSpace, there is always a chance it will be leaked out of context and to the public. Although it is unlikely to occur with classroom material, students still need to be aware not to share things that they should not be sharing with others
Aside from creating an image to use for an activity, you can opt to just borrow one that you found online (so long as your reference and have permission). This is particular way of using images save teachers time and it allows them to use something that is socially well known or relavent. Polictical cartoons and 'Memes' are example of an image that is easier to copy because of its style and social impact. You cannot create your own version of 'Grumpy Cat' because the original is so well known and loved already! Actually using popular 'Memes' is a highly effective way of communicating with GenZ; they know the material well, usually has pop culture references with clever puns and it keeps things interesting. There are a variety of websites that allow you to create your own 'Memes'
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'Hipster Meme' (glasses) that could be used in English Class
- http://www.quickmeme.com/Hipster-Shakespeare/ |
Learning Outcomes of Digital Images
Digital Images can create a variety of learning outcomes depending on what the image is and how it is presented as a task.
- It creates a chance for students to develop higher order thinking skills through the use of problem solving, critical thinking and evaluating
- Images such as diagrams will help students break down information
- Will aid students process information, especially those who are visual learners
- Images such as 'Memes' can be used to keep students engaged while still being on topic.
- Promotes creativity - something that is often undervalued
Using Digital Images As A Part Of My Pedagogy
My areas of study are English and History. I think that the use of images can be very profound
in these areas, and would very much improve my pedagogy. I could use images in English to get students to create anthologies (as previously trialled) or to get them to make a novel cover or write a piece based off an imaged shown to them (used like a stimulus). Images would be great in History, in particular the use of war propaganda posters and other political cartoons that relate to an era.
My Activity
The activity is based around the following image.
It uses the See Think Wonder Template followed by a question and a hands on part.
1. Have students look at the image, as per the See Think Wonder mode. What do they see?
2. Introduce the question: what do these images have in common?
Hint - they have two things in common.
3. As there is a direct question involved the 'Wonder' step is not needed.
4. Answer: They all start with the letter M:
- Massage
- Mirror
- Mudcake
- Manure
- Music
AND each one of these images appeal to one of the senses:
- Massage: Touch
- Mirror: Sight
- Mudcake: Taste
- Manure: Smell
- Music: Sound.
5. Students are to then create their own collage based around a theme using PhotoEditor
6. The images are to uploaded into a Wiki where each student can post their answers to the collages.
Not only does this activity use images as a way of inciting deeper thinking through a 'Riddle Collage' but it also utilises technology that can enrich the activity and the classroom in general. By adding WikiSpaces it allows students to express themselves on a broader level with images, something GenZ are very good at and respond to. I used this 'Riddle Collage' activity in a poetry unit in Year 8 English on my prac, minus the Wiki (as I did not know it existed). The student's assessment was to create a poetry anthology; and they had no idea what an anthology was. I used this activity to introduce it, as they could create and share a visual anthology. The wiki part of the activity would have been a massive asset to the activity.
Models
My activity currently fits into the Redefinition level. This is because I have created a task solely around an image.
I think the activity is currently a 'blue hat' as it mostly relies on thinking and 'connecting dots' to arrive to an answer. In saying that, there is definitely an element of green as creativity is important when placing the images together.