"In one elementary school lesson, Ponton shows students a professional artist's drawing and then uses DrawPlus to break the image down into its basic shapes. Students are told to put those shapes back together, and in the process, they begin learning how basic shapes can be used to create more complicated images."
"Sandbox Studios works with museums to plan, create, manage and assess education programs and technology projects. With over thirty years' combined experience as museum professionals and independent consultants, Sandbox Studios staff have created everything from classroom materials to Web portals encompassing multi-museum collections. Sandbox Studios creatively applies tested technologies and innovative educational strategies to bring museum collections and people together."
Look at the 'projects' page.
The mission of Art Education 2.0 is to support a growing global community of art educators exploring uses of new and emerging technology in the classroom by promoting:
* professional discourse
* best art teaching practices
* innovative uses of technology in the art classroom and studio
* the production and study of visual culture
* collaboration and joint creative work
* curricular projects and student art exchanges
* the sharing of information, ideas and experiences
* other activities deemed important by its members.
Established by the World Wide Workshop Foundation in the spring of 2006, the Globaloria Program prepares young people ages 12 and up to create educational games and interactive simulations, for their own personal and professional development, and for the social and economic benefit of their communities.
Globaloria is an engaging, student-centered delivery mechanism to teach STEM subjects (Science, Technology, Engineering, and Mathematics). Along the way, students also learn game design, programming, wiki formatting, writing, and multimedia production skills.