Digital Disruptors

Author:

Qureshi Niema1,Baez Marilyn E.2

Affiliation:

1. Chicago Arts Partnerships in Education, USA

2. Marvin Camras Children's Engineering School, USA

Abstract

This chapter provides insight into how two educators researched, planned, and co-taught a remote learning arts-integrated project during the pandemic. Student interest in video games generated an inquiry-based collaboration centered around pixel art and video game narratives. The authors combined digital animation with cross-stitching and language arts to address the multiple ways that students learn. The authors believed that by combining technology and language arts with visual arts, students could take a more project-based approach to their learning, which they hoped would lead to greater student engagement. The authors share their challenges and future opportunities that were made visible during this project.

Publisher

IGI Global

Reference21 articles.

1. The writers' workshop for youth programmers

2. LEARNER-CENTERED TEACHING: WHAT MAKES IT EFFECTIVE

3. Flavin, B. (2020, February 24). What is Reggio Emilia? Your guide to this child-driven approach. Rasmussen University Education Blog. https://www.rasmussen.edu/degrees/education/blog/what-is-reggio-emilia/

4. Gee, J. P. (2003, May 1). High score education. Wired. https://www.wired.com/2003/05/high-score-education/

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