Digitalna tehnologija v 3. razredu: Kako s pomočjo aplikacije izdelati strip?


Izvleček

V prispevku je predstavljen primer rabe digitalne tehnologije pri likovni umetnosti in slovenščini na razredni stopnji. Opisan je učni sklop, katerega namen je s pomočjo digitalne tehnologije izdelati strip na poljubno temo z upoštevanjem njegovih lastnosti in razporeditve likovnih elementov na površini. V prispevku je opisan način obravnave stripa, oblikovanje avatarja, razredne slike in stripa s pomočjo aplikacije Pixton. Zapisani so operativni cilji in kriteriji uspešnosti, ki jim sledijo učenci. V prispevku je opisan primer dela s tehnologijo, kjer učenci niso le pasivni uporabniki, ampak tehnologija podpira njihovo lastno inovativnost in ustvarjalnost. Učenci so pri učenju z digitalno tehnologijo dodatno motivirani, sodelovanje pri uporabi digitalne tehnologije pozitivno vpliva na učni proces ter dvigne nivo razredne klime.

Abstract

Digital Technology in 3rd grade: Using App to Make Comic

This paper describes an example of digital technology used in Art and Slovenian Language instruction at the primary level. It presents a learning set whose goal is to use digital technology to create a comic strip on any topic, bearing in mind its properties and the arrangement of the visual elements on the surface. The paper describes how to handle the comic and create an avatar, a class picture and a comic using Pixton. The operational objectives and the performance criteria to be followed by the pupils are defined. The paper offers an example of working with technology where students are not just uninvolved users but where technology supports their own innovation and creativity. Students are further motivated when learning with digital technology, and participation in the use of digital technology has a positive impact on the learning process and improves the classroom atmosphere.