AutoDraw is a doodling tool aptly named because the ‘AutoDraw’ widget is a suggestion tool that starts guessing what the user is drawing and displays illustrations as a response. The user can then click on one of the suggestions and replace their doodle with an image that has been deciphered by artificial intelligence (AI).
It was designed as a ‘fast drawing’ tool for ‘everyone,’ with the idea that anyone can be an artist. AutoDraw is part of the Experiments with Google collection of AI experiments. Several professional artists have designed hundreds of illustrations for the Autodraw feature. The images can be used under a Creative Commons License, making it easy for anyone to use the images for personal use.
This tool is free and can be used on any device or operating system.
I started by just sketching and finding images that matched my basic doodles. My objective was to see how easy AutoDraw was to use (see my video) in the classroom by investigating how advanced the AI was at matching my doodles to an illustration. I had a couple of questions in mind: "Would I be able to use this on the spot as visual support for a lesson?" And, "Was it also functional for students?" What I discovered was that yes, as a teacher, the app provides fast visual support to new vocabulary while making lessons fun for students. It simplifies the process of matching vocabulary to pictures. I found navigating through the widgets self-explanatory and easy to use, especially the undo button.
Below, I included a video of how I created an example of how I would use AutoDraw in my classroom. Here is the link too. I enjoyed the fact that my doodles could turn into real illustrations and I think it adds a quick way to include visual support in the classroom.
It is simple to begin using and navigate through the widgets. The accompanying tutorial is quick to watch, and essentially the application is self-explanatory. In addition, the fact that a login is not required makes this tool extremely easy for a user to begin doodling and thus skip creating a username and password.
It is entirely web-based which means it is accessible on any device. The 'Share' feature, which generates a link, allows the page to be shared online, and there is the option of downloading the page/image to be saved as a png file. Plus, there is a link to download all the artists' illustrations on the navigation bar. The widgets are clearly defined for simple doodles, sketches, and text. There is the option of drawing solo with the 'Draw' tool, a text and shape feature, and a selection of colours to use. For a beginner, it is simple to move, resize and rotate images.
AutoDraw is based on being a simple, accessible application which means that the application lacks certain features that limit its use in terms of functionality. First, images can not be saved within the App and then re-edited once a user selects 'Start Over.' Even though a link can be shared, multiple users can only 'view' the image/page and not work simultaneously together on the image. Plus, once a link has been generated, any further changes need to be shared with a new link to view the updated version. There is no print Widget in the App, meaning a link must be generated or the image downloaded first to print. In addition, other limitations include: images can not be uploaded in AutoDraw; the colour selection is pre-set; thus, no customization of colour; and additional pages can not be added to the App. Users can only work on one page individually, so it is necessary to save, download and start a new page to have multiple pages.
The ease and simplicity of using this App make it easily integrable into the ESL classroom. A teacher can use this application as visual support to explain vocabulary, during in-class activities for pair or group work, to assist with an ice breaker activity, or as a drawing tool that students use to build images for their presentations. In this respect, AutoDraw is a perfect tool at the primary level, with young students with a low English level because of its simplicity. To facilitate classroom management, keep students on track and minimalize the time a teacher spends explaining how to use an application, applications need to be simple and easy for students to use.
Below, I have provided some examples of using this tool in my ESL classroom.
Dictations: Students can complete a dictation by writing down the words or sentences from an oral dictation.
Mini-Projects: Autodraw can be used for one of my favorite activities: the Superhero Activity for young learners. The idea is that each student draws themselves as a Superhero in action and then lists their superpowers. Using the Three-Step Interview (pairs then groups), each student explains their drawing.
Quick 5-minute ESL games: At the end of the class period, use Autodraw to practice vocabulary such as looking at a picture and answering ‘What is she doing?’
Using drawing in combination with new vocabulary has been examined by teachers and researchers in the educational field. Margaret Brooks in her article ‘Drawing as a Unique Mental Development Tool for Young Children: interpersonal and intrapersonal dialogues,” draws upon the relationship of drawing and the construction and development of knowledge. This suggests that applications such as Autodraw can play a role in the classroom. In addition, other researchers, such as Mustafa Altun, have explored how drawing on the board helps students associate words through visualization and how teachers can use visual aids to increase students' attention. As well, his article explains how applications such as AutoDraw create opportunities for student collaboration and enhanced student discourse.
As the West Albany High School media advisor, Michelle Balmeo writes, Autodraw is “a nifty little tool that saved my students a lot of time this year.” Students can quickly produce the much-needed illustrations for a project and spend less time browsing for the perfect picture. This idea of incorporating creativity tools into the classroom of giving students has also been supported by Marcia Kish who coaches teachers on how to incorporate technology into the classroom. She explains that for students who “tend to procrastinate, don’t like to draw, or would like to add an extra flair to their presentations” Autodraw fits the bill.
I have included a few videos on how other teachers have incorporated AutoDraw into their classrooms.
The first video demonstrates how the teacher uses the tool in the classroom as an extension activity to a book read in class (Charlotte's Web).
The following video demonstrates how to teach a cooperative learning activity on prepositions using Autodraw. It is based on teaching prepositions of locations with an ESL class. Practice prepositions with Autodraw - YouTube