The document provides instructions for students to complete filming activities in groups of 3. It instructs them to practice shooting with different focal length, aperture settings and without a tripod to experiment with depth of field and exposure. It reminds students not to delete footage and to note their SD card numbers. The final activity asks groups to plan and film a 30 second video using at least 5 different shot types within 45 minutes.
This document outlines the agenda for an IT class on March 2, 2009. The agenda includes an overview of object-oriented programming concepts like classes, inheritance, encapsulation, and polymorphism. It then discusses planning a matching game project using a storyboard and prototyping approach. The document provides details on the basic rules and interactive elements of the matching game, and outlines the workflow for developing the game as a series of Flash files. It also covers importing and editing video in Flash. The agenda concludes with a lab period for students to work in groups.
El documento describe 4 talleres y ejercicios sobre temas relacionados con Panamá. El Taller 1 trata sobre un guion sobre la palabra "estado". El Taller 2 pide reflexionar sobre lo que significa ser panameño y las cualidades de los panameños. El Taller 3 propone escribir un ensayo sobre la nación y el estado. Y el Taller 4 explora el concepto de democracia y la democracia en Panamá.
Teaching at a "low-income school" can be challenging at the best of times. Trying to teach networked, 21st century learning is especially so. In this session I'll discuss the particular EdTech challenges faced by teachers at low-income schools and share some strategies that can help low-income students close the gap with other, more well-off students.
Federal health care spending is growing faster than both the economy and other areas of federal spending due to three main factors: population aging, expansion of federal subsidies for health insurance through the Affordable Care Act, and rising health care costs per person. While population aging cannot be addressed, lawmakers could roll back the ACA's expansion of coverage or reduce federal subsidies to lower spending. CBO analyzed options like repealing the ACA, limiting exchange subsidies, and increasing Medicare premiums that could significantly reduce spending. Addressing rising health care costs per person will also be important to control long-term spending growth.
Este documento describe diferentes problemas de aprendizaje como la disgrafía, dislexia, disortografía y discalculia. Define sus causas, características y estrategias correctivas. La disgrafía afecta la escritura. La dislexia causa dificultades en la lectura. La disortografía involucra problemas con la ortografía. Y la discalculia se refiere a déficits en el cálculo matemático. El documento ofrece detalles sobre cada trastorno y formas de abordarlos.
The document provides instructions for students to complete filming activities in groups of 3. It instructs them to practice shooting with different focal length, aperture settings and without a tripod to experiment with depth of field and exposure. It reminds students not to delete footage and to note their SD card numbers. The final activity asks groups to plan and film a 30 second video using at least 5 different shot types within 45 minutes.
This document outlines the agenda for an IT class on March 2, 2009. The agenda includes an overview of object-oriented programming concepts like classes, inheritance, encapsulation, and polymorphism. It then discusses planning a matching game project using a storyboard and prototyping approach. The document provides details on the basic rules and interactive elements of the matching game, and outlines the workflow for developing the game as a series of Flash files. It also covers importing and editing video in Flash. The agenda concludes with a lab period for students to work in groups.
El documento describe 4 talleres y ejercicios sobre temas relacionados con Panamá. El Taller 1 trata sobre un guion sobre la palabra "estado". El Taller 2 pide reflexionar sobre lo que significa ser panameño y las cualidades de los panameños. El Taller 3 propone escribir un ensayo sobre la nación y el estado. Y el Taller 4 explora el concepto de democracia y la democracia en Panamá.
Teaching at a "low-income school" can be challenging at the best of times. Trying to teach networked, 21st century learning is especially so. In this session I'll discuss the particular EdTech challenges faced by teachers at low-income schools and share some strategies that can help low-income students close the gap with other, more well-off students.
Federal health care spending is growing faster than both the economy and other areas of federal spending due to three main factors: population aging, expansion of federal subsidies for health insurance through the Affordable Care Act, and rising health care costs per person. While population aging cannot be addressed, lawmakers could roll back the ACA's expansion of coverage or reduce federal subsidies to lower spending. CBO analyzed options like repealing the ACA, limiting exchange subsidies, and increasing Medicare premiums that could significantly reduce spending. Addressing rising health care costs per person will also be important to control long-term spending growth.
Este documento describe diferentes problemas de aprendizaje como la disgrafía, dislexia, disortografía y discalculia. Define sus causas, características y estrategias correctivas. La disgrafía afecta la escritura. La dislexia causa dificultades en la lectura. La disortografía involucra problemas con la ortografía. Y la discalculia se refiere a déficits en el cálculo matemático. El documento ofrece detalles sobre cada trastorno y formas de abordarlos.
"Корреляция между эффективными коммуникациями и прибыльностью бизнеса", Натал...rabota.ua
17 июня, на конференции HR lab в Одессе, Наталья Лукаш познакомила участников с инструментами коммуникаций, рассказала о их эффективности и правилах успеха в бизнесе.
Each and every Business (be it a dead serious or a fun filled one) can easily use the simple principles of Gamification to blow up usage and engagement! In this case study, I present how Linkedin uses Gamification magnificently to improve its business!
Animation software by Er. Suvisha GuptaSuvisha Gupta
Animation is the simulation of movement created by displaying a series of pictures. Animation software is used to create different types of animations. Some popular animation software include Adobe After Effects, Photoshop, and Flash. After Effects is used for motion graphics, visual effects, and compositing. Photoshop supports 3D formats and tools like content-aware scaling. Flash is used to create vector graphics, animations, games and rich internet applications for websites.
Ghost Tribe VFX is developing facial capture software to provide visual effects services to the film, television and video game industries. Their software, Ghost1, can capture human facial performances more efficiently and at lower cost than competitors. The company was formed in 2013 and is seeking $3 million in funding to complete development of consumer and professional versions of their software. Their financial projections estimate annual revenue of $12 million by year five.
This document provides information about dry needling from Dr. Subhanjan Das, an instructor of dry needling techniques. It aims to dispel common misconceptions about dry needling, such as it being related to Chinese acupuncture or being unscientific. The document explains that dry needling involves using disposable acupuncture needles to target trigger points and relieve pain, without delivering any medication. It provides details on needle selection, techniques like deep needling and electrical stimulation, precautions, and references supporting the physiological effects of dry needling.
Traditional animators had to draw every single frame by hand and develop animation techniques. Modern animation uses software to store reusable actions in a "talent pool" to speed up the process. When animation began, a single animator produced thousands of drawings using "straight ahead" animation. Later, animators developed "keyframe" animation where they draw key poses and the computer calculates in-between frames. Successful animation relies on techniques like anticipation, follow through, exaggeration, timing, balance, and squash and stretch.
Continuous Integration, Build Pipelines and Continuous DeploymentChristopher Read
This document discusses core concepts and best practices for continuous integration (CI), build pipelines, and deployment. It recommends having a single source code repository, automating builds and testing, publishing the latest build, committing code frequently, building every commit, testing in production environments, keeping builds fast, ensuring all team members can see build status, automating deployment, and making CI and continuous deployment a collaborative effort between developers and system administrators. The goal is to improve quality, time to market, and confidence through practices that provide fast feedback on code changes.
This document provides instructions for creating a basic bouncing ball animation using Toon Boom Animate Pro/Harmony. It outlines the animation process, including scripting, storyboarding, character design, and animating key poses. Specific steps are given to animate a bouncing ball, including drawing arcs, adding squash and stretch poses, and filling in frames in between to create the illusion of bouncing. The document encourages experimenting with ball details and scene elements. Viewers are directed to the author's website and YouTube channel for additional animation tutorials.
This document discusses animation techniques including traditional animation, 2D animation, and 3D animation. Traditional animation involved drawing individual frames by hand and filming them in sequence. With 2D animation, digital tools allow animators to create keyframes and use tweening to generate in-between frames. 3D animation models objects and applies techniques like motion capture, kinematics, and physics simulations to generate realistic motion. The computer has greatly expanded animation capabilities by automating processes and allowing complex, interactive content.
The 12 Principles of Animation were developed by Disney animators to make animation more realistic and appealing. The principles include squash and stretch, anticipation, staging, straight ahead and pose-to-pose, follow through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal. Understanding and applying these principles can help animators design scenes that effectively illustrate the principles in action.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
Y&R Global Planning Director Sandy Thompson delves into the concept of "Living Brands" and details how today advertising should focus on moving brands from static entities to actively living and participating in the world around us. "When it comes to marketing I think we need to stand up and fight the comfort that we have built into the old in order to discover and build new ways of helping our client's brands connect and engage with the people who matter most - their consumers," she says.
The document discusses personal learning networks (PLNs) and how educators can use them for professional development. It defines PLNs as self-organized networks that allow individuals to manage information and connect with others. The document recommends Twitter as a tool to help construct a PLN and connect with other educators. It provides several resources and websites for educators to learn more about using social media and PLNs for ongoing learning and professional growth.
The document discusses digital curation and open educational resources (OER) in three key areas:
1) It outlines how OER can promote social justice through affordable and accessible education for all.
2) It explains that digital curation involves collecting, preserving, and providing access to digital information and research data throughout its lifecycle at the individual, institutional, and societal levels.
3) It argues that teaching digital literacy skills, such as critical thinking, collaboration, and cultural understanding, is important for effective use of OER and digital curation.
This document discusses MOOCs and online learning. It begins by describing the origins of cMOOCs in 2008 and their focus on peer-constructed knowledge. It then discusses the hype around MOOCs in 2012 and questions about their business models, assessments, and abilities to recreate the campus experience. The document examines MOOCs through the lenses of disruptive innovation and the Gartner Hype Cycle. It also provides an overview of MOOC platforms and courses. Overall, the summary discusses the history and current state of MOOCs while raising questions about their future impacts and applications.
This document outlines an introductory course on games and simulations. It includes an agenda, introductions of the instructor and students, an overview of expectations and resources for the course. It discusses why games are engaging for learning, differences between simulations and games, and advantages of digital games and simulations for education. It introduces Flash as the tool used in the course and previews upcoming tutorials and assignments.
The document discusses how social learning is a fundamental shift in how people work, leveraging connections but with new tools like social media. It defines social networks and social media, and discusses why social learning is now relevant due to expanding connections, changing workforce demographics, and customized technologies. Examples of building social learning communities include social webcasting, microblogging, wikis, virtual worlds, and games/gamification.
"Корреляция между эффективными коммуникациями и прибыльностью бизнеса", Натал...rabota.ua
17 июня, на конференции HR lab в Одессе, Наталья Лукаш познакомила участников с инструментами коммуникаций, рассказала о их эффективности и правилах успеха в бизнесе.
Each and every Business (be it a dead serious or a fun filled one) can easily use the simple principles of Gamification to blow up usage and engagement! In this case study, I present how Linkedin uses Gamification magnificently to improve its business!
Animation software by Er. Suvisha GuptaSuvisha Gupta
Animation is the simulation of movement created by displaying a series of pictures. Animation software is used to create different types of animations. Some popular animation software include Adobe After Effects, Photoshop, and Flash. After Effects is used for motion graphics, visual effects, and compositing. Photoshop supports 3D formats and tools like content-aware scaling. Flash is used to create vector graphics, animations, games and rich internet applications for websites.
Ghost Tribe VFX is developing facial capture software to provide visual effects services to the film, television and video game industries. Their software, Ghost1, can capture human facial performances more efficiently and at lower cost than competitors. The company was formed in 2013 and is seeking $3 million in funding to complete development of consumer and professional versions of their software. Their financial projections estimate annual revenue of $12 million by year five.
This document provides information about dry needling from Dr. Subhanjan Das, an instructor of dry needling techniques. It aims to dispel common misconceptions about dry needling, such as it being related to Chinese acupuncture or being unscientific. The document explains that dry needling involves using disposable acupuncture needles to target trigger points and relieve pain, without delivering any medication. It provides details on needle selection, techniques like deep needling and electrical stimulation, precautions, and references supporting the physiological effects of dry needling.
Traditional animators had to draw every single frame by hand and develop animation techniques. Modern animation uses software to store reusable actions in a "talent pool" to speed up the process. When animation began, a single animator produced thousands of drawings using "straight ahead" animation. Later, animators developed "keyframe" animation where they draw key poses and the computer calculates in-between frames. Successful animation relies on techniques like anticipation, follow through, exaggeration, timing, balance, and squash and stretch.
Continuous Integration, Build Pipelines and Continuous DeploymentChristopher Read
This document discusses core concepts and best practices for continuous integration (CI), build pipelines, and deployment. It recommends having a single source code repository, automating builds and testing, publishing the latest build, committing code frequently, building every commit, testing in production environments, keeping builds fast, ensuring all team members can see build status, automating deployment, and making CI and continuous deployment a collaborative effort between developers and system administrators. The goal is to improve quality, time to market, and confidence through practices that provide fast feedback on code changes.
This document provides instructions for creating a basic bouncing ball animation using Toon Boom Animate Pro/Harmony. It outlines the animation process, including scripting, storyboarding, character design, and animating key poses. Specific steps are given to animate a bouncing ball, including drawing arcs, adding squash and stretch poses, and filling in frames in between to create the illusion of bouncing. The document encourages experimenting with ball details and scene elements. Viewers are directed to the author's website and YouTube channel for additional animation tutorials.
This document discusses animation techniques including traditional animation, 2D animation, and 3D animation. Traditional animation involved drawing individual frames by hand and filming them in sequence. With 2D animation, digital tools allow animators to create keyframes and use tweening to generate in-between frames. 3D animation models objects and applies techniques like motion capture, kinematics, and physics simulations to generate realistic motion. The computer has greatly expanded animation capabilities by automating processes and allowing complex, interactive content.
The 12 Principles of Animation were developed by Disney animators to make animation more realistic and appealing. The principles include squash and stretch, anticipation, staging, straight ahead and pose-to-pose, follow through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal. Understanding and applying these principles can help animators design scenes that effectively illustrate the principles in action.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
Y&R Global Planning Director Sandy Thompson delves into the concept of "Living Brands" and details how today advertising should focus on moving brands from static entities to actively living and participating in the world around us. "When it comes to marketing I think we need to stand up and fight the comfort that we have built into the old in order to discover and build new ways of helping our client's brands connect and engage with the people who matter most - their consumers," she says.
The document discusses personal learning networks (PLNs) and how educators can use them for professional development. It defines PLNs as self-organized networks that allow individuals to manage information and connect with others. The document recommends Twitter as a tool to help construct a PLN and connect with other educators. It provides several resources and websites for educators to learn more about using social media and PLNs for ongoing learning and professional growth.
The document discusses digital curation and open educational resources (OER) in three key areas:
1) It outlines how OER can promote social justice through affordable and accessible education for all.
2) It explains that digital curation involves collecting, preserving, and providing access to digital information and research data throughout its lifecycle at the individual, institutional, and societal levels.
3) It argues that teaching digital literacy skills, such as critical thinking, collaboration, and cultural understanding, is important for effective use of OER and digital curation.
This document discusses MOOCs and online learning. It begins by describing the origins of cMOOCs in 2008 and their focus on peer-constructed knowledge. It then discusses the hype around MOOCs in 2012 and questions about their business models, assessments, and abilities to recreate the campus experience. The document examines MOOCs through the lenses of disruptive innovation and the Gartner Hype Cycle. It also provides an overview of MOOC platforms and courses. Overall, the summary discusses the history and current state of MOOCs while raising questions about their future impacts and applications.
This document outlines an introductory course on games and simulations. It includes an agenda, introductions of the instructor and students, an overview of expectations and resources for the course. It discusses why games are engaging for learning, differences between simulations and games, and advantages of digital games and simulations for education. It introduces Flash as the tool used in the course and previews upcoming tutorials and assignments.
The document discusses how social learning is a fundamental shift in how people work, leveraging connections but with new tools like social media. It defines social networks and social media, and discusses why social learning is now relevant due to expanding connections, changing workforce demographics, and customized technologies. Examples of building social learning communities include social webcasting, microblogging, wikis, virtual worlds, and games/gamification.
The document discusses learning through games and game genres. It covers key concepts in instructional design like cognitivist and constructivist views, Gagne's instructional events, and Keller's ARCS model. The document also discusses different game genres like action, fighting, driving/flying games. It provides criteria for designing engaging learning experiences through games, like thematic coherence, clear goals, balanced challenges, and direct manipulation. The document recommends sample games for learning in subjects like algebra, vocabulary, biology and more.
This document outlines the agenda for the first class of an online course on technology applications in education. The instructor introduces themselves and discusses course assignments, grading, structure, and communication methods. Students will complete individual and group assignments, as well as reading reflections. The asynchronous online format and use of social media and collaboration tools are explained. Students are asked to form discussion groups to present on emerging technology topics over the coming units.
The document discusses various social media tools that can be used to support learning, including podcasting, wikis, blogs, and learning management systems. It provides information on how to create podcasts using software like Garageband and Audacity. Wikis are described as websites that allow collaboration through editing content. Examples of wikis include Wikipedia and WikiSpaces. Blogs are defined as interactive websites used to publish regular writings, and examples of blog uses for education are given. Finally, learning management systems like Blackboard and Moodle are introduced.
This document discusses social learning and various social media tools that can support it, including podcasting, wikis, blogs, and learning management systems. It covers topics like social learning networks, communities versus other organizational structures, and the stages of community development. Evaluation of social media is discussed using the framework of evaluating the promise, the tool, and the bargain. Examples are provided of different social media tools and their uses for social learning.
This document discusses perspectives on social networks from two analogies - social epidemics and social media. Regarding social epidemics, it outlines Malcolm Gladwell's concepts of tipping points, the law of the few (connectors, mavens, salesmen), stickiness, and the power of context. It then discusses characteristics of online communities and Clay Shirky's perspectives on social media, including how lowering transaction costs enables cooperation, collaboration, and collective action through easily formed groups. Shirky also proposes evaluating social networks based on their promise, the tools used, and the bargain or norms agreed to by users.
This document provides an agenda for a class on social media concepts. It includes definitions of social media, forms of social media like forums and blogs, examples of social media sites, tools for web collaboration, information on copyright and fair use, an exercise for students to evaluate social media sites, and plans for the next class.
This is the last in a set of prepared lectures used for IT 7220, Multimedia Games for Education. The companion text for Flash game reference is ActionScript 3.0 Game Programming University by Gary Rosenzweig. This section deals with game frameworks for quiz and trivia games.
Discussion of Flash text/string operations for creating two games: Hangman and Word Search. References Gary Rosenzweig's book: ActionSccipt 3.0 Game Programming University and companion web site http://flashgameu.com/
This document summarizes the agenda for a class on March 9, 2009 about brain games. It discusses updates to the syllabus, an upcoming midterm exam with both essay and Flash parts, a guest lecturer, polls of the class, and an assignment to create a greeting card game in Flash. It also covers using arrays and objects to track game elements in sample memory and deduction games programmed in Flash. Tips are provided on publishing Flash files and optimizing file size. The class will conclude with lab and group work.
This document provides an agenda and summary for an IT class on February 17, 2009. The agenda includes updates to the syllabus, a game review paper due, wrapping up the Quinn project with implementation planning, a Flash lab, and a team activity to begin designing their concept. The document also summarizes guidelines for effective use of media like photos, video, graphics and text in educational games. Key points are made about balancing educational goals with engagement, using dynamic media that learners control, and evaluating designs both formatively and summatively.
The document summarizes the agenda and content covered in an IT design course on February 9, 2009. It discusses checking in on the syllabus, reviewing a chapter on the design process from a textbook, and holding a Flash lab. The chapter discusses different design models like the waterfall model and design spiral. It also outlines the typical stages of analysis, specification, implementation, and evaluation in an iterative design process. The lab introduces students to ActionScript 3.0 basics like variables, functions, and controlling movie clips.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. AGENDA
Syllabus Timeline
Comments about Mid-Term
Time-based Animation
Air Raid - Shooting Games
Paddle Ball - Bouncing Games
Lab
Monday, March 30, 2009 2
3. SYLLABUS TIMELINE
I should have a design document from each team tonight
Two more lecture periods
April 6 - Word Games
April 13 - Trivia Games
4 more labs, including tonight
Projects/Presentations on April 27
No class meeting on May 4; Reflection Paper due via Digital
Dropbox or email
Monday, March 30, 2009 3
4. MIDTERM COMMENTS
Worth 20% of your grade for the course
Approx half opted for take-home version of Part 2
Scores: 100 - 4 93 - 1
99 - 1 91 - 1
High: 100
98 - 4 90 - 1
Low: 80 97 - 1 89 - 1
96 - 1 80 - 2
Mean: 94.6 95 - 3
Median: 96.5
No one is trending below an A- for the course
Monday, March 30, 2009 4
5. MIDTERM PART-2
I saw at least 3 different ways to do this in ActionScript
If you followed the rubric, you earned at least 75% credit,
even if the Flash movie didn’t run correctly
Examples of button navigation posted on Blackboard
Week 4: stopAndPlayMC_Final.fla
Week 5: inputTextReturn.fla
Let’s take a look...
Monday, March 30, 2009 5
6. TIME-BASED ANIMATION
Rosenzweig Chapter 5 (example given in AnimationTest.fla)
Basic premise is to move objects at a consistent rate
regardless of Flash player performance
Means keeping track of the difference in time between
frames
This is accomplished using the flash.utils.getTimer class
The getTimer function provides time in milliseconds
(i.e., 1000 mS = 1 Second)
Monday, March 30, 2009 6
7. AIR RAID GAME
The project game file AirRaid.fla contains 3 movie clips:
Airplane - 6 frames; 5 aircraft plus an explosion
AAGun - 1 frame; image is moved horizontally using left
and right arrow keys
Bullet - 1 frame; bullets move horizontally, triggered by
space bar
Game movie contains same three frame layout (into, play,
gameover), scripts and buttons used in Deduction Game
Monday, March 30, 2009 7
8. AIR RAID GAME CLASSES
Game uses 4 classes:
AirRaid.as - document class contains all game logic to
create initial objects, check for collisions, and handle
scoring
Airplane.as - constructor class takes 3 parameters: side (left
or right), speed, and altitude
AAGun.as - left or right movement of the gun movie clip
using keyboard event listeners for detection of right and
left arrow keys
Bullet.as - similar to airplane class accept speed is applied
vertically instead of horizontally
Monday, March 30, 2009 8
9. PADDLE BALL GAME
The same basic design arrangement as Air Raid and
Deduction games including intro, play, and gameover frames
in PaddleBall.fla
There is a single document class file, PaddleBall.as; there is
no constructor function as the game waits for the second
frame, to start
Difference in variables is the need to track velocity which is
a combination of speed and direction
Monday, March 30, 2009 9
10. PADDLE BALL GAME
Arrays are used to keep track of the bricks
Collision detection is more complicated as the ball must
detect collisions with the bricks, paddle and the three walls,
and respond appropriately
Possible mods to this game include sound effects and
different colors of bricks
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11. ROSENZWEIG OBSERVATIONS
Games are becoming more complex
Games are constructed in modules; requires up front design
in determining where to place code
Games build on knowledge of earlier examples
Rosenzweig breaks it down whenever a new concept is
introduced and provides decent comments in code
Be sure to pay attention to hints for testing and debugging,
for example the AirRaid test class on page 164
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12. ROSENZWEIG NEXT 2 WEEKS
Chap 9 - Word Games
Chap 10 - Trivia/Quiz Games
Are groups looking at other games from Rosenzweig like
puzzles (chap 6), direction and movement (chap 7)?
Does each team have a game strategy or mod mapped out
which will produce a final product in 4 weeks? (if not, we
definitely need to talk)
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