Anything
World
By Milagros Pianetti
By Milagros Pianetti
Anything world is an AI tool that allows users to create 3D animation models based on prompts or existing images. These can be used in games, simulations and virtual reality experiences.
Advantages
✔︎It's free. Although 'Anything World' offers some paid versions, you can still generate 3D models for free.
✔︎ User-Friendly Interface: It provides an intuitive interface, making it accessible for users with varying levels of technical expertise
✔︎You can send your feedback of the website for improvement
✔︎It's really intuitive and easy to use
✔︎You can generate a 3D model based on a written prompt or an existing image. What's more, you can animate an existing model of yours
✔︎You can link your account with your Discord account for free
✔︎The tool offers a series of tutorials and answers to their 'most asked questions' in case you need some help to get started
✔︎You can read a vast variety of interesting articles related to AI, VR, AR, 3D and events in the Blog section of the website
✔︎Time saver! Instead of creating manually, you will get your image ready within a few minutes
Drawbacks
✖︎ Downloadable models are only available for paid tier users
✖︎ The free plan is quite limited. Once you use all your available credits, you must upgrade your plan or buy credits in order to keep on creating
✖︎ Paid versions are quite costly
✖︎ Games available have to be purschased
Conclusion
Anything World is an innovative AI tool that fosters creativity and engagement. Even though its free plan can be quite limited, students can still benefit from it. They can improve their written language by adjusting their prompts until they get the desired result and having fun at the same time. What is more, it can help students with special needs!
Navigate through the pictures using the arrows to learn how the tool works
Inclusive Classroom
Anything World is a very innovative and engaging AI tool for everybody, especially for those who need extra support when creating any artistic product. As Delaney (2016) suggests in Special Educational Needs, SEN students are not only those with learning difficulties but those with motor skills as well. This tool will cater to students with any motor skill challenges, physical or cognitive disability. Instead of crafting, painting and cutting, these students will enter their prompt and will have an image generated within a few minutes. What’s more, it gives technologically skilled students the opportunity to show their work and enhance their creations. To conclude, including this tool is a great way to empower learners. Redecker (2017) suggests in The European Framework for the Digital Competence of Educators that digital technologies in education serve to support learner-centered strategies, active learning and facilitate exploration, creativity and understanding. Unfortunately, there is not specific bibliography or materials on Anything World' that address inclusivity in depth.
References to Theoretical Frameworks
SAMR Model
The SAMR Model is a framework developed by Puentedura (2010) that helps educators integrate technology into their teaching practices. This Model lays out four tiers of online learning and integration of technlogy in the classroom presented roughly in order of their sophistication and transformative power: substitution, augmentation, modification, and redefinition. Including Anything World in the classroom is an effective and engaging way of reaching the REDEFINITION level. The redefinition level consists of creation of new tasks, previously inconceivable. This could be done by entering a written prompt and turn it into a 3D animation model as in the task suggested in the plan.
PLANIED
PLANIED (Plan Nacional Integral de Educación Digital) is an Argentine plan developed by Ripani (2016, 2017) to integrate the education community into digital culture. According to this plan, there are six key dimensions of competences students need to develop in order to navigate the digital world effectively. Among these dimesions we can point out the following:
Creatividad & Innovación: This dimension refers to the ability to produce content creatively and build knowledge through the appropiation of ICT. One of the objectives of this dimension is the appropiation of ICT to develop imagination and fantasy. This can be done through the creation of an animated 3D model in the task suggested in the plan.
REFERENCES
Nakapan, Walaiporn. (2016). Using the SAMR Model to transform mobile learning in a History of Art and Architectur Classroom. 10.52842/conf.caadria.2016.809.
Ripani, F. (2016). Competencias de Educación Digital. Ministerio de Educación y Deportes. Retrieved in July 2017 from http://www.bnm.me.gov.ar/giga1/documentos/EL005452.pdf
Ripani, F. (2017). Orientaciones Pedagógicas. Ministerio de Educación y Deportes. Retrieved in July 2017 from http://www.bnm.me.gov.ar/giga1/documentos/EL005853.pdf
Delaney, M., & Farley, S. (2016). Special educational needs. Oxford University Press.
Punie, Y., & Redecker, C. (Eds.). (2017). European framework for the digital competence of educators: DigCompEdu (EUR 28775 EN). Publications Office of the European Union. https://doi.org/10.2760/178382