This learning scenario has been designed to create a learning experience in order to bring our students the opportunity to create a virtual museum to disseminate elements of local cultural heritage, using Augmented Reality technology.
Julio Romero de Torres and symbolism of the woman
This work has been carried out to disseminate the work of Julio Romero de Torres, a famous Spanish artist, famous for Chiquita piconera, a great picture wherein the artist presented the Andalusian woman.
This early 20th-century painter created a lot of great paintings in which the symbolism of the woman, the streets of Andalusia and different religious aspects are visible. More broadly, this year is the 90th anniversary of his death, so it is a good time to create educational experiences about this author to remember his artistic and cultural importance.
Developing a STEAM practice
With this learning experience, the most important works of the artist and the importance of current issues such as feminism could be worked on developing a STEAM practice to create an Augmented Reality museum using CoSpaces Edu and Merge Cube.
The students have been working in pairs. Each group have created a virtual space in order to expose a picture. Each space has several pop-up windows with written information about it, and a speaker in order to play an audio file with the same information. The project has been done in Spanish, English and French.
In order to inspire our students, a virtual space about Cante hondo has been created with the main features that each student could incorporate in the space.
In order to learn more about Julio Romero, the students will have a visit to the official museum and they will share their virtual museum with other students and people who work in the museum. It is an important activity for them in order to know that their work can be interesting to others beyond their school.
Outcomes of the lesson
The project has been developed with a 14-year-old student to present the pictures of Julio Romero de Torres, but it could be used to work with students of different ages and to present content from any other cultural field.
This kind of STEAM practices is essential to develop the 21st-century skills that our students need to be good citizens interested in culture and its dissemination. At the same time, they know how to make good use of technological resources.
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