(Kayleigh Illustrations, 2022)
Animation-ish is a web-based program that allows users to create digital animations (FableVision, 2021). Animation-ish features three levels of animation complexity. These include Wiggledoodleish, Flipbook-ish and Advanced-ish. The progression in difficulty allows students to draw a series of frames that are then played back in sequence. Wiggledoodle-ish is the simplest form as it allows users to create three-page drawings that produce animated graphics. Flipbook-ish and Advanced-ish expand frames, adding more tools and templates that allow users to gradually progress in their ability (Karre, 2010).
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Creativity is a contested term that results when curiosity, imagination and knowledge are combined (Milne, 2020). Creativity, especially in a classroom context can assist the promotion of personal expression and enhance students to generate ideas and make connections (Loveless, 2006). In my experience, Animation-ish is a very accessible program as the tools and simple layout highlight its suitability for primary-aged students. Having three complexities allows differentiation for different ages and abilities within the classroom. As the technology is visual, it is inclusive to students of all ages even those who cannot read or write to display their knowledge on the content learnt. Starting from a blank canvas allows endless possibilities for students which further aids in sparking their creativity. However, the program cannot import or record sound. It also prohibits the importation of images which may limit the creation of detailed work.
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Henriksen et al. (2021) highlights that integrating technology with creativity is pivotal to educational practice. However, there is the lack of interrelatedness between creativity and technology, especially in classroom implementation (Henriksen, Mishra & Fisser, 2016). Animation-ish can assist the deficiency as the technology can foster creativity across multiple areas of the primary school curriculum. Some ideas of how this technology can be applied include; developing an animation on how to solve a mathematics problem and creating animated representations of a narrative or historical events.
Specifically, an example of using Animation-ish in a classroom context would be in a Stage 2 science lesson when learning about life cycles. Shown in the Youtube video, students can visually portray a representation of a life cycle creatively using Animation-ish whilst also satisfying the syllabus outcome 2T2-4LW-S in the science curriculum (NESA, 2017). This nurtures creativity as students learn to generate and apply new ideas in an engaging way whilst creating alternative explanations (ACARA, n.d.). Furthermore, when implemented, Animation-ish can allow teachers to informally assess students’ elaboration and application of learning to the concepts being taught.
(KeshAnimation, 2017)
References
Australian Curriculum, Assessment and Reporting Authority [ACARA]. (n.d.). Critical and creative thinking. https://www.australiancurriculum.edu.au/f-10-curriculum/general-capabilities/critical-and-creative-thinking/
FableVision. (2021). Animation-ish. https://www.fablevisionlearning.com/animationish#:~:text=Animation%2Dish%20is%20an%20easy,Spark%20creative%20thinking%20and%20imagination
Henriksen, D., Creely, E., Henderson, M., & Mishra, P. (2021). Creativity and technology in teaching and learning: A literature review of the uneasy space of implementation. Educational Technology Research and Development, 1-18.
Henriksen, D., Mishra, P., & Fisser, P. (2016). Infusing creativity and technology in 21st century education: A systemic view for change. Educational Technology & Society, 19(3), 27-37.
Karre. (2010). Animation-ish. School Library Journal, 56(4).
Kayleigh Illustrations. (2022). Animation-ish tutorial. Youtube. https://youtu.be/9521583xvGA
KeshAnimation. (2017). Germination of a seed created in Animation-ish. Youtube. https://youtu.be/LYvjBffYfb4
Loveless, A., Burton, J., & Turvey, K. (2006). Developing conceptual frameworks for creativity, ICT and teacher education. Thinking Skills and Creativity, 1(1), 3-13. http://www.sciencedirect.com/science/article/pii/S1871187105000027
Milne, J. (2020). What is creativity? British Journal of Nursing, 29(12).
NSW Education Standards Authority [NESA]. (2017). Science and technology, K-6 syllabus.
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