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Animation Creations

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a unit designed for yr 7 kids

a unit designed for yr 7 kids

Published in: Business, Education

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  • 1. ANIMATION CREATIONS
  • 2. Planning for Safety: A short introduction in the computer room about safe practice is appropriate
    • Teacher Knowledge
    • Storage Systems
    • A variety of software (Flash)
    • Word
    • Scanning
    • Flash
    Introductory / Motivating Activity Show a video depicting a historical family event to show
    • Some Interrelated Components of Tech Practice
    • Identifying issues, needs, opportunities.
    • Analysis and Planning - Initial and On-going
    • Exploring and evaluating conceptual ideas
    • Exploring social and environmental influences
    • Writing a brief with specifications
    • Developing and evaluating ideas as possible solutions
    • Developing knowledge and skills
    • Mock-up, testing and evaluating developed ideas
    • Producing final solution
    Resources & Preparation Physical A collection of different forms of animation. An animated cartoon Human An expert to discuss animation in context Unit Focus (Need/Opportunity/Issue/Concern) : Animation is used in a variety of ways today. Year 7 students have decided to use their computer technology time to create an animation   Tech Areas: ICT Materials Contexts: Personal Home School Recreational Community Environmental Energy Business Industrial Topic: A nimation C reations   T echnology P lan Yr: 7 2007 - approx 10 weeks
  • 3.
    • Discuss the animation and it what it is composed of
    • Introduce the opportunity to develop a small animation. Discuss what needs to be investigated and brief development or planning needs.
    • Discuss why people develop animations, who is it for and what sort of information could be there. Identify who would be interested in their animation – family. Stakeholders, Target Market
    • Brainstorm what can be put into an animation and talk to peers to gather further information. Interview a senior student to find further information. Make use of school facilities.
    • Collect samples of information animations. Students to select five different places animation is used. identify the type and fitness for purpose in that animation
    • Discuss the principles of effectiveness, aesthetics, and fitness for purpose. Negotiate specifications for their time capsule.
    • Explore possible contents for the animation.
    • Teach software as needed to produce content.
    • Thoughts about starting a short animation
    • Story boarding
    • An interview for ideas
    • Sketching for 2D animation
    • scanning
    • putting it all together
    • Reflect on the process to develop their animations – gather information, select and develop content, modify & refine ideas.
    The written brief with specifications Stakeholders/ target market Flow Chart/Planning Chart Flow chart with evaluation stages and relevant resources A story board for a flash animation…Could also make a ‘flip drawing sequence’ for GATE learners A small animated sequence of a ball bouncing through a hoop Completed Flash Animation with written evaluation in workbook First part Week 1 Brief Development define the conceptual statement that communicates what they are developing and why. describe key attributes for their technological outcome/s – specifications Identify stakeholders. Planning for practice - flow chart explain the key stages and the reason specific resources were used in their development work to date. Week 2 Research: Several animated pictures, annotated for fitness for purpose . Week 3 Concepts and evaluations : Here students can demonstrate understanding of the structure and systems used to create animated ‘stories’ by creating a small thumbnail sketch storyboard for their animation. They will need to think about Beginning, middle, approx 12 frames Week 4: Concepts: In the computer room students should be introduced to computer room expectations. Begin tutorial on ‘basketfla’ (in box in N4) Fourth Part Week 5-9: Development/Final presentation Students now work on their own animated story Outcome Evaluation evaluate their final technological outcome/s in terms of the key attributes that address the need or opportunity. Evaluate the animation against the specifications. Assessment Strategies Learning Outcomes The students will be able to: Sequence of Learning Activities
  • 4. Previous student work Hand-drawn animation Or Classical animation Movie compiled in Flash
  • 5. Introduce the opportunity to develop an animation. Discuss what needs to be investigated and brief development or planning needs.
  • 6.
    • Discuss an animation for year 7 students
    • What materials will need to be used.
    • Who is the target audience
    • What steps will we take
    • How should we make our animation
    • What will we design
    • Where we will create the animation
    • What software we will use
  • 7. Create a Rich Picture Flow chart for your Animation Project
  • 8. Create a Time Chart to show how long each step will take, use appropriate Rich Pictures related to your project
  • 9. What materials and Technologies will you use in your project, create a chart.
  • 10. You could interview your peers for ideas for your animation; Create a storyboard
  • 11. Don’t forget the steps: RESEARCH existing movies
  • 12. RESEARCH Make notes about user friendliness and fitness for purpose
  • 13. CONCEPTS: Explore Possibilities Create a Storyboard Make notes where necessary
  • 14. DEVELOP Your best idea Keep it simple stupid (Kiss) EVALUATE FINAL WORK
  • 15. STUDENT WORK Exercise using Flash
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  • 22. B Towns Technology, St Dominics College, 2007

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