Week 6: The Digital Art Studio
Communicating with Images
Last week we explored how computers help us communicate using words.
This week we explore another powerful way to communicate:
Pictures.
Images can explain ideas instantly. A single picture can show:
- a place
- a character
- an invention
- a story
- an emotion
The big idea this week:
Images are another language.
Artists, designers, engineers, and scientists all use images to explain ideas.
This week the student begins thinking of the computer as a creative art studio.
- You do not need to teach every bullet on the page. Use the learning goal and one or two activities for the session you are teaching today.
- If time is short, teach one guided session well and leave the rest for later. The lessons are designed to stretch across the week.
- The independent session works best after the learner has already explored the main idea with you once.
Facilitator Preparation
- Time needed: approximately 30–40 minutes per guided session.
- Device needed: any computer or tablet with a mouse, trackpad, or stylus.
- Ensure a simple drawing program is available — any basic drawing tool will work:
- Paint, Paint 3D, or Tux Paint (Windows)
- Paintbrush or Preview markup (Mac)
- Any free online drawing tool such as Sketchpad or Kleki
- Confirm the My Projects folder from Week 3 exists.
- Prepare to demonstrate a few basic drawing tools:
- brush/pencil
- shapes
- fill bucket
- color selection
- Have a few creative prompts ready based on the child’s interests (dogs, animals, machines, imaginary creatures).
- Set up a visual timer.
Focus on exploration instead of artistic skill.
This is about learning that the computer is a tool for creating ideas visually, not making perfect drawings.
Week at a Glance
Learner Goal
I can use digital art tools to make a picture that shows an idea, place, character, or feeling.
Materials
- computer or tablet with a drawing app
- mouse, trackpad, or stylus
- a few creative prompts based on learner interests
Quick Formative Check
Before the main activity, ask the learner which tool they would choose for a line, a filled shape, or changing colors.
What Success Looks Like
- The learner can choose at least one tool on purpose instead of guessing.
- The learner can save a picture that communicates a clear idea.
Low-Tech / Offline Option
Sketch on paper first, then label which digital tools or colors the learner would use when device time becomes available.
Guided Session 1
Exploring the Digital Canvas
Learning Goal
By the end of this session, the student can:
- analyze how different digital art tools change the look of an image
- choose tools and colors intentionally to match a creative goal
- create a digital image that expresses a specific idea or feeling
Activities
1. What Is a Digital Canvas?
Open the drawing app.
Explain that the blank space is called a canvas.
Just like paper for drawing, the canvas is where images appear.
Ask the student:
“What kinds of things could we draw on a computer?”
Possible ideas:
- animals
- machines
- houses
- characters
- imaginary creatures
2. Tool Exploration
Let the student experiment with several tools:
Examples:
- pencil or brush
- shapes (circle, square, triangle)
- color picker
- eraser
Encourage experimentation:
- draw lines
- change colors
- try different shapes
- erase and redraw
Ask the student to predict what a tool might do before using it.
3. Mini Drawing Challenge
Give a playful prompt such as:
- draw your favorite animal
- design a silly creature
- draw a rocket or machine
- draw a house for a dog
Encourage creativity rather than detail.
Explain that drawings are another type of digital file.
If the student makes a mistake or doesn't like a line, show them Ctrl+Z (Undo). In a drawing app, undo takes back the last stroke or action. Artists use undo constantly — it's not cheating, it's part of the creative process!
Reflection Questions
- “Which tool changed your drawing the most, and why?”
- “How did your choices of tool or color affect the final image?”
- “When might digital drawing work better than paper for a creator?”
- “The tool that changed my drawing the most was…”
- “I chose that color because…”
Guided Session 2
Art projects collect pieces fast — sketches, colors, versions, saved files. A tiny material list with labels keeps the pieces findable: what exists, what it is called, and where it lives. (More on the Information Organization Skills page.)
Pictures Tell Stories
Learning Goal
By the end of this session, the student can:
- create a short visual story using images instead of words
- evaluate how well a picture communicates an idea to another viewer
- organize saved artwork in a way that supports later reflection or revision
Activities
1. Picture Story Challenge
Explain that pictures can tell stories even without words.
Show a simple example:
Picture 1 → Character appears Picture 2 → Character does something
Example ideas:
- dog finds a bone
- rocket launches
- robot wakes up
Ask the student to draw two related pictures.
2. Drawing the Story
Create the first drawing.
Example prompts:
- a dog sleeping
- a rocket on the launch pad
- a robot in a lab
Save the drawing.
Then create a second drawing that shows what happens next.
Example:
- the dog finds a bone
- the rocket launches
- the robot starts moving
Save both drawings.
Saving with Clear Names
When saving, use descriptive names:
- "dog sleeping" is better than "drawing1"
- "rocket launch" is better than "picture"
If the app offers a choice of file format (PNG, JPEG, BMP), explain briefly:
- PNG keeps quality and is a good default
- JPEG makes smaller files but quality may decrease slightly
Use Ctrl+S to save, or File → Save As if the student wants to save a new version while keeping the original.
3. Viewing the Saved Images
Open the Drawings folder inside:
My Projects
Show the student the saved images.
Explain that digital artists often create many versions of their work.
Saving allows us to return and improve ideas later.
Reflection Questions
- “What choices helped your pictures communicate the story clearly?”
- “How might a viewer interpret your pictures differently from the way you intended?”
- “If you added another picture, how could it deepen or change the story?”
- “I wanted the viewer to see…”
- “If I added another picture, it would show…”
Independent Session
Creative Drawing Time
Instruction
Open your drawing program and create a new picture with a clear idea or message.
Before you start, decide:
- what you want the viewer to notice first
- which tools might help communicate that idea
- what details matter most
Use at least three different tools, then review your picture and improve one part of it before saving.
When you finish, save the drawing inside:
My Projects → Drawings
Give your picture a name.
Skills Reinforced
- choosing drawing tools intentionally for a visual goal
- experimenting with and revising creative choices
- saving artwork for later review or improvement
- communicating ideas visually through design decisions
Setup
- drawing program open
- access to My Projects → Drawings
- visual timer
🔄 Simplify or Extend
To simplify:
- Let the learner freely scribble and experiment with tools before giving a prompt.
- Reduce the task to one drawing instead of a two-picture story.
- Sit alongside and narrate what they are doing: "I see you picked the blue — what are you making?"
To extend:
- Challenge them to create a three- or four-panel visual story.
- Ask them to add text labels or a title to their artwork.
- Introduce the concept of layers if the drawing tool supports them.
💾 Save This Week’s Artifact
Save the learner’s best digital drawing (or both story panels) in the My Projects → Drawings folder. This artwork shows they can use a computer as a creative tool to express ideas visually. Give each file a descriptive name like “Silly Creature” or “Rocket Story.”
Check for Understanding
Look for these signs that the learner is making progress:
- They can open a drawing app and find basic tools (brush, shapes, colors) without help.
- They used at least two or three different tools in their artwork.
- They created an original drawing that expresses a clear idea or tells a simple story.
- They made at least one intentional revision — erasing, changing a color, or redrawing a part.
- They saved their artwork to the correct folder with a name they chose.
- They can describe what they drew and the choices they made.
Canvas • Brush / Pencil tool • Shape tool • Fill bucket • Eraser • Undo (Ctrl+Z) • PNG / JPEG • Save As
See the Glossary for definitions.
Preview of Next Week
Next week, students become Internet Detectives — learning how to craft better search queries, understand what search results are really showing, and find trustworthy information online.