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Into the World

Art • Year 9 • 45 • 30 students • Created with AI following Aligned with New Zealand Curriculum

Art
9Year 9
45
30 students
10 June 2025

Teaching Instructions

Create a lesson plan where students use augmented reality apps to place their digital logos into real-world environments captured on tablets or phones, exploring how context changes perception of their designs. Have them experiment with scale, placement, and surroundings, then reflect on how their logo interacts with different spaces and audiences.

Into the World

Curriculum Area: The Arts – Visual Arts

Level: Level 4 of the New Zealand Curriculum (typically Year 9 students)
NCEA Alignment: This lesson lays a foundation for skills and thinking aligned with NCEA Visual Arts (1.1), particularly around visual inquiry and responding to context in creative work.


Lesson Duration: 45 minutes

Class Size: Approx. 30 students
Tools Required:

  • Tablets or smartphones with compatible Augmented Reality (AR) apps (e.g. EyeJack, Artivive, or Assemblr EDU)
  • Students’ pre-designed digital logos (created in a previous lesson using a platform such as Canva, Adobe Express or similar)
  • Headphones (optional for focused exploration)
  • Printed WALT and Success Criteria cards
  • Reflection journals or digital reflection apps like Padlet or Google Forms

WALT (We Are Learning To):

  • Integrate digital visual artworks into augmented environments.
  • Explore how scale, placement, and environment affect the perception of a logo.
  • Reflect on how a logo interacts with different contexts and potential audiences.

Success Criteria:

By the end of the lesson, students will: ✔ Successfully place their logo within at least two different physical contexts using an AR app.
✔ Reflect on and describe how each environment changed the meaning or impact of their logo.
✔ Use at least two visual design principles (e.g. contrast, balance, space) when considering placement and scale.


Prior Learning:

  • Students have completed a logo design project based on a personal or whānau-based kaupapa using visual communication techniques and sources of influence from Aotearoa New Zealand’s Māori visual culture and another culture.
  • Introduction to visual elements (line, shape, colour, space) and design principles.

Lesson Breakdown

1. Introduction & Setup (5 mins)

Teacher Role:

  • Welcome students and briefly revisit the purpose of logos and their communicative power.
  • Introduce WALT and Success Criteria (display on board and hand out printed versions for dyslexia-friendly reading).
  • Explain that they’ll use AR to place their logo into real spaces and explore how position and surroundings shift meaning.

Student Role:

  • Listen and ask clarifying questions.
  • Journal prompt: “Where do I see logos in my daily world? How does location change their impact?”

2. Demonstration & App Warm-Up (5 mins)

Teacher Role:

  • Demonstrate how to use the chosen AR app to import a digital logo and place it into the real-world view through the camera.
  • Model changing the size, rotation, and positioning of the logo virtually within different parts of the classroom or school.

Differentiation Tip:

  • Share a printed visual step-by-step guide for students who need written or visual instructions.
  • Pair students new to AR tech with a peer buddy.

Student Role:

  • Follow along and try one placement using the demo file.
  • Share with a partner how placement changed how they perceived the image.

3. Student-Centred Creation – AR Exploration (20 mins)

Activities:
In pairs (for safety and support), students move around the classroom, hallways, or school courtyard identifying key environments to place their logos.

✔ Each student chooses 2–3 real-world contexts (e.g. stuck to a wall, floating in the sky, placed near signage or nature)
✔ They adjust scale, rotation, and position
✔ Capture screenshots or recordings of each setup to be used later for analysis

Differentiation and Support Strategies:

  • Students with physical mobility challenges can work in spaces set up nearby or in virtual 360° photos of the school.
  • Use clear icon-based instructions for English Language Learners.
  • Logos with heavy text can be simplified and re-exported for dyslexic learners (less reliance on typography, more symbol-based).

Extension Activity (optional):
Advanced students map their logo placements to different emotional tones (e.g., “calm space,” “corporate tone,” “activist space”) and justify placement choices.


4. Reflection & Sharing (10 mins)

Teacher Role:

  • Gather students for a guided group kōrero using visible thinking prompts:
    “What surprised you about how your logo looked in different places?”
    “Which placement felt the most powerful or fitting – and why?”
    “How do we make meaning in visual culture, just like a tūpuna kōwhaiwhai tells a story?”

Student Role:

  • Write or voice-record short reflections (2–3 sentences minimum) answering:
    “How did different placements change how my logo felt or communicated?”
  • Share one placement and reflection with a partner.

Extension Option:

  • Students create a digital collage, slideshow or short video montage of all their logo placements, with written annotations.

Cultural Responsiveness & Mātauranga Māori Integration:

  • Encourage students to consider whakapapa (origin stories) of the symbols or ideas within their logo.
  • Prompt exploration of space and whenua – how the awa, maunga or marae contexts might influence placement.
  • Reinforce that logos, like tukutuku and kōwhaiwhai, are forms of visual storytelling that reflect identity and mana.

Differentiation Summary Table

Learning NeedSupport Strategy
DyslexiaMinimal text, icon-based guides, verbal instructions, colour coding
English Language LearnersVisual instructions, pairing with fluent English-speaking peer
Visual LearnersStep-by-step video/demo, visual prompt cards with examples
Kinaesthetic LearnersPhysical exploration, hands-on tech use
Gifted LearnersExtension task: emotion-based interpretation & animated placement
Mobility LimitationsLocal space exploration, use of virtual 360 environments

Teacher Reflection Prompt (Post-Lesson)

  • Which environment drew out the most meaning/connection for students?
  • How did students respond emotionally to seeing their work recontextualised?
  • Were connections made between placement and audience?
  • How could this lead into deeper inquiry or a community-based art installation?

By giving our ākonga the tools to place their own creative mahi into the world—literally—we encourage them to see themselves as artists not just of paper or screen, but of place, voice, and future.

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