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This guide is designed to help learners make the most of the powerful digital cameras available on most devices these days, by introducing simple techniques for tweaking the camera settings to help capture stunning images of the night sky.
Learners will learn about the exposure time when taking photos, before turning up towards the sky to take their own quality photos of the stars. They will practise adjusting their camera settings to suit their device and setting, experiment with the stability of their camera and timing of their shot, and then share their astronomical results!
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[Video]
Me pēhea e kitea ai a te kāhui o Matariki me te whetū ko Puanga
https://youtu.be/dgq6eSO9dzU?si=qER5_CoL3CAVwBRP
How to find the Matariki cluster and the star Puanga
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Understanding that a digital camera is a system with inputs and outputs
Applying a simple algorithm with specific inputs to produces a specific output
Following a sequenced set of steps to achieve a digital outcome
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Using a digital device purposefully to create a specific outcome
Making deliberate decisions about device settings to directly influence the result
Using online tools to research and apply information to appropriately configure a device
Evaluating digital outcomes and considering how to improve results
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arts
Photographic composition, developing and sharing creative outcomes
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Working with measurement and number data to solve a practical problem
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Understanding light, exposure time, and Earth's rotation in the context of night sky observation
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Supporting understanding and cultural significance of Matariki and Puanga
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Prompt learners to focus their photo compositions on the Matariki cluster or Puanga.
Assign different stars or constellations for learners to research, photograph, and share. Include stories related to those stars from across cultures.
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Link the activity with a school or local celebration of the season and the Māori New Year.
Challenge ākonga to expand their photography to other aspects of nature and other times of day, experimenting with exposure time to investigate impacts on light and motion.
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Teachers should consider:
Device Preparation as a pre-lesson task, including charging batteries, loading applications, and connecting to the internet.
Group Assignments and logistics, including supporting student collaboration and content focus.
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Take steps to make sure device use is safe, supervised, and purposeful throughout. This activity involves accessing the Scratch coding platform and potentially using the internet for topic research.
General Guidance
Set clear expectations around safe and purposeful device use at the start of each lesson.
Support ākonga to know that if they encounter content that feels inappropriate, confusing, or upsetting during their research that they can flag this with kaiako without concern.
Remind ākonga of your school's digital use agreement before beginning any lesson that involves the internet or a third-party digital platform.
Before the activity
Consider reviewing and pre-selecting a set of reliable, age-appropriate sources, rather than open internet searching.
Familiarise yourself with Scratch (scratch.mit.edu) and the settings that control how saved projects are visible publicly to others.
During the activity
Supervise internet use throughout, circulating actively to monitor and support ākonga.
Discuss openly what is and isn't appropriate to include in a Scratch project.
Encourage ākonga to treat all sources about Matariki, particularly those representing mātauranga Māori, with respect and care as it’s part of a living, culturally significant body of knowledge.
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>>> y4-6 | Y4-6 | 2+ Lessons (Guided)
Lesson 1 — Introduction, Stories & Scratch
Lesson 2 — Scratch Programming
Lesson 3 — Refinement, Extension & Sharing
>>> y7-8 | Y7-8 | 3+ Lessons (Guided to Independent, Group Project)
Lesson 1 — Introduction, Research & Planning
Lesson 2 — Scratch Programming & Content Integration
Lesson 3 — Testing, Debugging & Refinement
Lesson 4 — Sharing & Reflection
>>> y9plus | Y9+ | 1+ Lessons (Independent)
Lesson 1 — Introduction, Stories & Scratch
Lesson 2 — Scratch Programming
Lesson 3 — Refinement, Extension & Sharing