Incorporating digital fabrication techniques into the classroom for K-12 teachers and all art educators. Everyone is welcome from new comers to technology masters!
STEAM is becoming an increasingly important piece in the current educational climate. Explore new ways of incorporating STEAM into your teaching practice! Learn new techniques through hands-on workshops and create a custom lesson plan ready to use in your own classroom!
This three day bootcamp will be spilt into 2 sections each day. During these half day sessions, groups of educators will receive a workshop in an area of digital fabrication. This will give them not only initial exposure to these new techniques, but also a chance to have hands on exploration of the subject. For the first two days, educators will be attending two workshops, rotating between the different stations lead by TC specialized instructors. On the final day they will spend the first half of the day attending their final workshop. In the last half of the day, they will meeting their groups to discuss and formulate a lesson plan including one or more of the topics covered in the workshops. Each educator will create their own lesson plan for use in their classroom. We will encourage educators to conference with each other and share ideas within their groups. At the end of the workshop not only will educators have some unique art pieces they have made, but also a set lesson plan ready to be implemented in their own classrooms.
Learn new digital fabrication techniques through hands-on workshops
Gain access to high quality equipment and process instruction
Discover low cost ways of incorporating technology into the art room
Create your own unique art pieces
Design lesson plans that are ready to implement in your class
Resources on how to build a STEAM program at your school
Each group will experience a half day workshop of the following topics:
Creative Coding, Stop Motion Animation, Digital Design, Photography and Photoshop, and 3D modeling and Printing.
Groups will rotate through these stations. At the end of the last day, groups will break off to discuss and create a lesson plan that is ready to use in their own classroom.
AM- Creative Coding
PM- Stop Motion Animation
AM- Digital Design
AM- 3D Modeling
PM - Lesson Planning sessions
*The order of classes will be different for each group, but all groups will take all 5 workshops.
Here is a link to the original video: http://www.thirteen.org/metrofocus/2016/02/schools-get-creative-with-technology/
Can computer think, imagine, and create? In this workshop, educators will learn basic principles of generative art, and use a generative art coding platform - Processing to create their own generative art pieces. This workshop is designed for audience with no prior computational art background. All coding experiences use a simple set of algorithmic commands to create simple and fun effects. Gradually, we start to become
Educators will learn about different circuits that can be used in creative art projects, various methods used to create creative circuits, and explore different conductive materials. Educators will also receive information on how circuits are being used in different formats and potential places to look for resources for lesson planning and material ordering.
Educators will learn the how to operate two different vector design programs, Adobe Illustrator and SVG Edit. Educators will understand the benefits and real world applications of vector design and will use their new knowledge to create art pieces using the laser engraver.
In recent years there has been growth and development of 3D printers for industry, innovation, and the arts. Thankfully, 3D design software has also matured by becoming versatile, flexible, and easy to use. In this hands-on workshop, attendees will learn to work with free and simple to use 3D Design software including TinkerCad and SculptGL. Topics relating to how 3D design software can be brought into the classroom will be discussed from the perspective of seeing 3D printing as a learning tool. The workshop will culminate in the creation of a 3D printable object that can be used as a teaching exercises for classroom learning.
Come explore how to create your own movie magic! Educators will learn the basics of the film production process through stop motion animation. We will explore how to tell simple stories, create characters, and animate simple movement. Educators will use professional grade software, but will also learn how to animate with cost-effective equipment and software to implement animation in their own classrooms.
Avery has spent over 6 years working in the movie prop industry as a graphic designer and painter. Her work has been featured in such shows as The Blacklist, Luke Cage, 30 Rock, Unbreakable Kimmy Schmidt, and The Following. Her work can also be seen in various films and commercials. Avery works frequently with laser engravers, vinyl cutters and UV printers to create commercial looking props and unique effects. She loves teaching others how to work with these revolutionary machines and programs and she hopes by the end her students will love working with them too!
Siobhan has studied both film production and theory. She worked as a production assistant in television before switching to education. She has worked with various children’s film organizations such as the NY International Children’s Film Festival. She teaches animation after school and school break programs with Museum of the Moving Image and The Good School. She has a passion for stop-motion animation and loves sharing the technique with others.
Zhenzhen is a New Media artists and Art Educator whose work explores the nature of human knowledge. She makes software and installations about things she wants to understand more about. As a New Media Art Educator, she believes in creating an environment to support her students to her best ability, so they feel safe to explore, make mistakes, reflect, and learn what genuinely interests them.
Erol Gündüz is a New York City based artist and educator who works with 3D printing technology to transform virtual designs into real world sculptures. He earned his BFA from Syracuse University with a focus on 3D design and sculpture, his MS in Digital Imaging and Design from New York University Center for Advanced Digital Applications, and is currently earned a EdDCT at Teachers College. His research and scholarly interests focus on the learning that occurs when playing with physical and digital clay. As an educator, Erol Gündüz teaches studio art courses that focus on the intersection between 3D design, digital fabrication, drawing and additive clay sculpting. As a digital artist, he has worked on the Hollywood productions of The Incredible Hulk (2008) and Iron Man (2008). Gündüz’s fine artwork has been exhibited in New York galleries at Columbia University, New York University, Harlem, Chelsea, and Governors Island.
Trisha Barton has researched the role of stress, and other psychological phenomenons, where art and education meet. She is passionate about the affordances of hands on experiences toward understanding, transferring, and integrating multiple subjects. Recently, she has been researching art based learning and assessment in the classroom. In the past, Trisha has used her knowledge of maker labs and art to facilitate workshops for adolescents to develop programs that revolve around making, creative technologies, and the relationship between inquiry based projects and career development. She also practiced her passion and skills at the Noble Truth Project, Inc. when she was the fine arts and technology co-director where she worked with young men hoping to inspire and foster scholarly inquiry who had entered the Atlanta Juvenile Court system.
Richard Jochum is a conceptual artist working in a broad variety of media with a strong focus on video, interactive installation, performance, and photography. He is a studio member at the Elizabeth Foundation for the Arts and an associate professor of art and art education at Teachers College, Columbia University. He has worked in various media since the late 1990s and has had more than 130 international exhibitions and screenings. Richard received his PhD from the University of Vienna (1997) and an MFA in sculpture and media art from the University of Applied Arts in Vienna (2001). Richard’s art practice is accompanied by publications and research in the field of cultural theory, new media, and contemporary art and he has been awarded several grants and prizes. One of his latest large scale art installations has been a 30,000 square feet collaborative video mapping project onto the Manhattan Bridge.