School And Teacher Programs 2017-2018 Page 17

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develop into personalize stories. Then, using tablets, students will capture, edit, and share
their Museum-inspired motion pictures.
Stop-Motion Animation enables students to:
• Develop stories that have personal and cultural meaning
• Learn about the technology and concepts used to create motion pictures
• Construct meaning, present their points of view, and share their own ideas
through gallery investigations and making experiences
NEW! MakerSPACE 3-D Modeling and Printing (Grades 3-6)
9:30 am, 11:15 am, and 12:30 pm; 150 minutes; limit 25 students
For centuries, and in many cultures, artists have built images “bit by bit” by assembling
small pieces of glass, stone, or tiny beads to create larger images. The natural world is
also filled with repeating shapes that create visual patterns on fish, butterflies and
snakeskins. Explore 2-D and 3-D objects in the galleries that were made with repeating
forms such as geometric quilts, a hornet’s nest and Willy Cole’s Sole Sitter, then visit the
MakerSPACE to learn about how 3-D printing is also based on a system of building
blocks. Using 3-D modeling software, students will design and print their own unique
creations using the same principles of building up an image through repeated forms.
3-D Modeling and Printing enables students to:
• Create connections between a history of making, as represented in the Museum’s
collection, to contemporary technological advances
• Learn about the technology and concepts found in 3-D printing, and explore how
it presents new possibilities in additive structures and production
• Construct meaning, present their points of view, and share their own ideas
through gallery investigations and making
• Create a 3-D model using basic functions of 3-D modeling software
NEW! MakerSPACE Programming & Algorithms in Art (Grades 3-6)
9:30 am, 11:15 am, and 12:30 pm; 150 minutes; limit 25 students
How to draw: Hold pencil, place pencil on paper, move pencil. Sound easy? That’s only
because you’re a super-smart computer inside a highly sophisticated machine. Students
tour the galleries to see how simple instructions were used to create Sol LeWitt’s wall
drawings and how algorithms help to activate Uram Choe’s mechanical sculpture. The
group will then follow lines of code to make their way to the Museum’s MakerSPACE to
learn to program art-making robots.
Programming & Algorithms in Art enables students to:
• Make connections between a history of making, as represented in the Museum’s
collection, to contemporary technological advances
• Learn about the languages and concepts used in coding, and explore how they are
used to digitally control physical objects
• Construct meaning, present their points of view, and share their own ideas
through gallery investigations and making experiences
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