When Paintings Come to Life: Augmented Reality in the Art Classroom

Monday, June 29, 2026 1:00 PM to 2:30 PM · 1 hr. 30 min. (America/New_York)
Poster
Emerging Technologies, AR, VR, and XR

Information

In this session, participants will learn to guide students in creating paintings that come to life through augmented reality. Practical steps will be presented, from the physical artwork to digital animation, with reflective prompts that deepen the creative process and strengthen personal expression.
Role Based Tracks
All LeadersLeaders - InstructionalLeaders - TechnologyTeachersCounselorsHigher Ed
Grade Level
PK-12
ISTE Standards
Coaches: Learning Designer: Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.Coaches: Professional Learning Facilitator: Design professional learning based on needs assessments and frameworks for working with adults to support their cultural, social-emotional and learning needs.Education Leaders: Systems Designer: Ensure that resources and infrastructure for supporting effective use of technology for learning are sufficient and scalable to meet future demand.
Delivery/Output
In Person
Subject
Arts - Visual
Skill Level
Beginner
Outline
In this session, a practical model will be presented for integrating art and augmented reality in the classroom, showing how students can create a physical painting, digitize it, and bring it to life with simple animations in AR applications. The audience will engage with the content through hands-on and reflective activities, experiencing the entire process: sketching, scanning, and transforming their work into an augmented piece, while also considering how to incorporate open-ended questions that foster critical thinking and personal expression. The session will be organized into clear time blocks: 10 minutes for an introduction with the concept and inspiring examples of AR paintings; 15 minutes for a guided demonstration explaining step by step how to digitize and animate artwork; 20 minutes for an interactive practice in which attendees create a quick sketch, integrate it into an app, and see it “come to life”; 10 minutes for reflection and discussion, where they will share experiences, respond to guiding questions, and analyze how to replicate the activity in different contexts; and a final 5 minutes for closing with a synthesis of learning and recommended resources. The participation process will be based on constant interaction. Attendees will share ideas with peers and compare the outcomes of their augmented pieces; engage in device-based activities using mobile applications to digitize and animate their creations; respond to open-ended prompts embedded in the activity, modeling how students reflect on their creative decisions; and take part in a collective discussion on adapting the experience to different educational levels and contexts.
Supporting research
Artivive. A platform that allows artists and students to make their artworks “come to life” with augmented reality. https://artivive.com Assemblr EDU. An easy-to-use AR educational tool designed for the classroom. https://edu.assemblrworld.com Edutopia. Resources on creativity and learning with technology. https://www.edutopia.org/
Attendee Accounts
Artivive (iOS/Android): Used to link physical paintings with digital animation in augmented reality. Assemblr EDU (iOS/Android):An educational platform that enables the creation and visualization of AR experiences. Canva (Web/iOS/Android): Used to generate videos or animations that can then be integrated into the artwork. EyeJack (iOS/Android): A creative app for illustrators and animation projects with augmented reality.
Audience
CounselorCurriculum Designer/DirectorTeacher
Attendee Devices
Devices useful
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSSmartphone: WindowsTablet: AndroidTablet: iOSTablet: Windows
Presenter Type
Student Presentation

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