Programming & Storytelling: Opportunities for Learning About Coding & Composition
|
|
|
- Ronald Curtis
- 9 years ago
- Views:
Transcription
1 Programming & Storytelling: Opportunities for Learning About Coding & Composition Quinn Burke Doctoral Candidate University of Pennsylvania 3700 Walnut St. Philadelphia, PA ABSTRACT The focus of this paper is to investigate how writing computer programs can help children develop their storytelling and creative writing abilities. The process of writing a program coding has long been considered only in terms of computer science, but such coding is also reflective of the imaginative and narrative elements of fiction writing workshops. Writing to program can also serve as programming to write, in which a child learns the importance of sequence, structure, and clarity of expression three aspects characteristic of effective coding and good storytelling alike. While there have been efforts examining how learning to write code can be facilitated by storytelling, there has been little exploration as to how such creative coding can also be directed to teach students about the narrative and storytelling process. Using the introductory programming language Scratch, this paper explores the potential of having children create their own digital stories with the software and how the narrative structure of these stories offers kids the opportunity to better understand the process of expanding an idea into the arc of a story. Categories and Subject Descriptors K.3.2 [Computers and Education]: Computer and Information Science Education Literacy. General Terms Human Factors Key Words Computers & Writing, Digital Storytelling INTRODUCTION In this paper, we take a first step towards understanding how programming activities can support students narrative and composition skills. While there have been several efforts using introductory programming for storytelling and making games, these focused on facilitating entrance into programming activities but not necessarily on directly supporting kids capacity to structure and develop a meaningful story. In this paper, we first review the history Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. IDC 2010, June 9 12, 2010, Barcelona, Spain. Copyright 2010 ACM /10/06 $ Yasmin B. Kafai Professor of Learning Sciences University of Pennsylvania 3700 Walnut St. Philadelphia, PA [email protected] of creative composition with technology tools, then present a writing and media design tool and our use of it with middle school kids in an after-school program. We conclude by exploring the potential ways coding and creative writing overlap and how this new design tool can tap into students storytelling abilities to further their aptitude for writing, in general. BACKGROUND When computers first emerged on the K-12 landscape in the early 1980s, their capacity to facilitate kids composition skills was mostly conceived in terms of their ability to make for cleaner looking compositions [4]. No longer burdened by aesthetic concerns, such as bad handwriting, computer word processing allowed students to direct increased attention to more significant considerations such as grammatically revising their papers. Using the computer as a word processor helped minimize aesthetic concerns by creating a standard look to compositions whether it was 12 or 14 point font, double or single-spaced; kids compositions with word processor still looked largely identical. However, in the 1990s, as computers gained the capacity to store and display a growing variety of visual and audio features, the aesthetic look of a paper not only grew more significant but became integral to the text itself. Students written composition became populated with images and sounds [8], and researchers of new media studies found that integrating visual images with written text could both enhance and accelerate student comprehension [2, 14]. Out of this combination of words, images, and audio (as well as from a broadening conception of text ) came the practice of digital storytelling [13]. With its earliest incarnation in the late 1980s, digital storytelling has since emerged as a growing medium by which to introduce youth to the applications of storytelling, writing, and technology using images and sounds [9, 14]. By accompanying words and multi-media effects, kids have increased opportunities to express themselves creatively and learn to integrate the traditional literacy of writing with those of digital manipulation and media production. One particular form of digital storytelling that recently has emerged has used programming as a media text production tool. Like new media studies, programming-as-writing relies upon words, images, and sounds to create multimodal digital stories. But whereas new media studies focused on accompanying words with images, video, and
2 audio to enhance the text, programming-as-writing treats words as the driving component producing these multimedia features. Instead of co-existing with digital graphics and sound effects on the screen, words act as the fundamental language which animates these graphics and coordinates their movement to sound effects. Bruckman s MOOSE Crossing [1] is an early example of programmingas-writing, allowing players (ages 8-13) to program their own narrative elements in a text-based virtual world. However, whereas inputting code in MOOSE Crossing consisted solely of entering text, more recent programmingas-writing languages such as Alice [5] and Scratch [12] also incorporate graphics into the coding process, adding a visual dimension to the process which helps facilitate entry for first-time programmers. Papadimitriou [10] names digital storytelling as an ideal way to introduce more youth to programming, using simple narratives to emphasize the utilitarian nature of algorithms, and Kelleher and Pausch s work [7] represents a significant step in using storytelling to this end. Using a modified version of the introductory programming language Alice (appropriately named Storytelling Alice) Kelleher and Pausch found success introducing kids to basic programming concepts such as looping and conditionals through the creation of their own 3D animated stories. While these studies pairing programming and storytelling offered exciting new ways for youth to write their own narratives, they also examined the benefits of storytelling only in terms of programming. Certainly programming is an important skill [6] but using digital storytelling simply as a way to draw kids into programming does not take into account the full and rich ways such storytelling can also be used to develop children s sense of narrative structure and capacity to write more effectively. In addition, digital storytelling within the context of programming could have the double benefit of supporting both the learning of programming (as investigated before) and the learning of writing. It is the latter point that is the focus of this paper. METHODS Participants For six weeks this past Spring (2010), we used the introductory programming language Scratch during an after-school Club in an urban public middle school located in West Philadelphia. The Storytelling with Scratch Club consisted of 11 middle-school children, ages 10-14, who met twice a week for an hour after school in the school s computer lab. Participants had learned about the Club through fliers that had been posted in the school as well as circulated among middle-school classrooms. The group was representative of the schools diverse population of African-American, Caucasian, Asian, Latino, and Middle Eastern students. The goal for participants was to produce their own made-up story in Scratch by the close of the program, which was then shared during an all-class presentation over the last day. While some kids worked directly with each other, all participants regularly shared their developing projects with each other through a series of walks around the room and through less formal day-to-day interactions as kids moved about the room. In total, we collected 11 projects one from each participant by the end of the program; these projects as well over ten hours of video and daily field notes served as our sources of data. Scratch Like Storytelling Alice, the introductory programming language Scratch allows users to manipulate media to create their own stories Scratch [12] simply through a process of dragging-and-dropping command blocks of code, then stacking these blocks together to form coding scripts (see Figure 1). These coding scripts are then activated by various inputs, be it a keystroke or the click of a mouse, bringing to life the various Scratch character sprites and backgrounds (in Figure 1, an ocean-life scene featuring a shark and fish sprites). Projects grow increasingly complex and nuanced depending upon a user s ability to stack and coordinate a range of command blocks. Figure 1: Screenshot of the Scratch project titled Shark Attack? & the coding bricks (inset) here determining the yellow fish s behavior in the scene Storyboards We made use of storyboards over the second week of the program to help participants organize their ideas and order their narratives into a series of programmable stages. Used as early as 1900 by filmmakers and illustrators, storyboards have more recently entered the classroom, and studies [3, 11] have demonstrated that storyboarding can be an effective tool for primary and middle school children to outline and refine their narratives. Providing kids the option to draw out their ideas (as opposed to simply write them down) offers an alternative pathway into the composition process. Using a pencil, kids drew out these individual shots with the knowledge that these screen-by-screen renderings would not represent the sum total of what their projects would eventually be, but rather would act as a roadmap for them as they developed their stories. FINDINGS Storytelling as a Gateway into Programming As with Kelleher and Pausch s [7] use of Storytelling Alice with middle school girls, the participants of the Storytelling with Scratch Club all created their own digital stories
3 through sequentially-based, object-oriented programming. The objects of these programs were the stories sprites and various background stages, all of which had particular functions and procedures attached to them in order to facilitate a cohesive storyline. Of the 11 digital stories collected and analyzed, all incorporated multiple characters (minimally, a protagonist as well as an antagonist) and 8 out of 11 (73%) of the digital stories made use of multiple stages, which included a train yard, a castle, a city building, and a field of wheat, among other settings (see Figure 2 below). particular sprite didn t move at the right moment or trying to precisely coordinate the succession of stages as the narrative progressed, kids occasionally grew exasperated by the coding process and some were ready to start a new project altogehter. Yet it was precisely at these times that the elements of storytelling already set in motion became the primary incentive to keep participants engaged with their budding digital creations. Whenever kids hit a wall with their programming, we regularly encouraged them to return to their storyboards for inspiration. And returning to the original roadmap indicating where the story was supposed to go consistently was far greater an incentive for kids to keep debugging codes and generating scripts than simply having us technically pick apart where their scripts had run astray. In the closing questionnaire given to all kids in week six, 7 out of 10 kids reported that the storyboards were useful in the creation of their digital stories, and 9 out of 10 kids indicated that they felt they knew more about programming and computers at the end of the Club. Table 1: Some of the programming concepts utilized by club members projects Figure 2: Various screenshots of the Scratch projects collected & the settings they utilized During those first two weeks of the Club, storytelling proved to be a highly effective way to introduce Scratch to the participants (out of the 11, only 1 child had any significant experience using the program). Rather than focusing on the technical components of the software, we introduced Scratch using the writing terms of setting, climax, antagonist, protagonist, with which kids were already familiar from the school day. Introducing Scratch sprites in terms of protagonists and antagonists that first day, we were taken aback (but happily so) when a fifthgrade participant raised her hand and exclaimed, You don t have to keep going over this we already know what a protagonist is. Our framing of Scratch usage in terms of storytelling gave kids a certain confidence to freely and creatively explore the software over those first two weeks of the Club. However, over the remaining four weeks, as kids began to expand upon their individual storylines and develop their own digital stories, programming aspects such as debugging scripts and coordinating coding sequences grew incrementally more important to a story s success. Requiring the patience of guess-and-check tinkering, these programming issues were far less easy to resolve than the narrative and imaginative questions of weeks one and two. Consequently, over weeks three through six, Club participants quite often hit a wall in the creation of their narratives. Whether it was not understanding why a Programming as Reflection on the Storytelling Process It has been argued that storytelling is the main mode of successful communication. Whether it s using a parable to teach a lesson or successfully explaining how the sun s rays reach the earth, the ability to frame and pace out a narrative cannot be overestimated as a fundamental skill. So how did Storytelling with Scratch help facilitate kids storytelling abilities? On the closing questionnaire, 60% of respondents indicated they felt their storytelling abilities were improved over their time in the Club, and of course, while we of would have liked to have seen a 100% response rate to this question, we did see kids storytelling abilities affected in two ways: First, by introducing and explaining the Scratch software in terms of storytelling, our intent was to underscore the ubiquitous and utilitarian nature of storytelling, allowing it to operate across multiple mediums. Kids programmed sprites for the sake of character development, multiple Scratch stages were incorporated in order to rise to a climax, and while stock characters behavior could be
4 frequently looped, the protagonist s coding scripts usually had to be unique. Yet many of these same elements of successful storytelling listed above could also be developed by handing kids a video camera or even a pencil and paper. While traversing multiple mediums certainly highlights storytelling s reach, what, in particular, does programmingas-writing tell us about the storytelling process itself? To answer this and address the second way kids developed as storytellers we return to Club participants regular tinkering with their Scratch scripts, re-adjusting numerical values and re-ordering coding bricks. Programming, kids quickly learned in the Club, is frequently a guess-andcheck venture, requiring multiple revisions. The same is true of effective storytelling and writing alike; however, while writing and storytelling both typically require a finished product before the effectiveness of the narrative can be evaluated, programming-as-writing through software such as Scratch offers a more immediate revisionary process. Kids in the Club continuously ventured and then proceeded to test the effectiveness of each and every one of their potential coding scripts upon the Scratch stage. Did Sprite A meet Sprite B where it was supposed to based on the script? Did the sound effects at the end coordinate with the action sequence? Feedback in the Club was immediate and continuous (and did not rely of us as coordinators) because the direct effects of each coding sequence played immediately out upon the Scratch stage. Thus, for Club members, the process of composing and revising their stories was a synchronous one. DISCUSSION So what, if anything, asks a 2008 Pew Internet and American Life study, connects the formal writing teens do and the informal e-communication they exchange on digital screens? Certainly our limited study here has no ready response to this important question, but it does suggest there is a great deal of learning potential in this intersection of the formal writing practices taught during the school-day and the informal activities of digital creation which regularly hover around schools as extracurricular activities, and storytelling represents a common ground for both. Certainly the limited number of kids involved with our study means it only offers a glimpse of the potential of programming languages to reinforce the narrative and composition skills kids are leaning in the classroom. Moving forward, besides increasing the number of participants, we would also like to pair our Club with a language arts classroom within the same school as this would be much more helpful in distinguishing those writing and storytelling skills kids acquire within a formal learning environment from those skills they develop in the less monitored and less structured realms of afterschool and digital learning. This split between school learning and digital learning also raises the question as to what rubrics would best serve kids in a Club like ours. We evaluated kids digital stories largely in terms of common language arts considerations such as plot, character development, and resolution. We paid far less attention to the clarity and efficiency of Scratch users coding scripts. These scripts deserve more attention; our study here only examines what stories these codes enacted. Further examination may very well uncover that certain similarities exist among kids coding sequences based on the types and genres of the stories they created. The specific selection and sequences of Scratch programming bricks may potentially indicate users coding is not just functional but also holds the imaginative and aesthetic qualities characteristic of creating fiction. REFERENCES 1. Bruckman, A. MOOSE crossing: Construction, community, and learning in a Networked Virtual World for Kids. Unpublished PhD Dissertation, MIT, Cambridge, MA Burmark, L. Visual presentations that prompt, flash, & transform. Media & Methods, 40, 6, Caldwell, H. & Moore, B.H. The art of writing: Drawing as preparation for narrative writing in the primary grades. Studies in Art Education, 31, 4, Cochran-Smith, M. Word processing and writing in elementary classrooms. A critical review of literature. Review of Educational Research, 61, 1, Cooper, S., Dann, W., & Pausch, R. Alice: A 3-D tool for introducing programming. Proceedings of 5th Annual (2000) CCSC Northeastern Conference. Ramapo, NJ. 6. disessa, A. Changing Minds: Computers, Learning, & Literacy. MIT Press, Cambridge, MA, Kelleher, C. & Pausch, R. Using storytelling to motivate programming.communications of the ACM, 50, 7, Kress, G. Visual and verbal modes of representation in electronically mediated communication. In Snyder, I. (Ed.), Taking Literacy into the Electronic Era (pp ). Routledge, London, Long, J. Telling stories with technology. Technology & Learning, 28, 11, Papadimitriou, C. MythematiCS. ACM SIGSCE Bulletin: Special Issue on the 8th Annual (2003) ITCSE Conference, 35, 3, Reeder, K. Using storyboarding techniques to identify design opportunities. The Technology Teacher, April 2005, Resnick, M., Maloney, J., Monroy-Hernandez, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., Kafai, Y. Scratch: Programming for everyone. Communications of the ACM, November Robin, B. Digital storytelling. Theory Into Practice, 47, Ware, P.D. & Warschauer, M. Hybrid literacy texts and practices in technology-intensive environments. International Journal of Education Research, 43,
5
Cartooning and Animation MS. Middle School
Cartooning and Animation Middle School Course Title Cartooning and Animation MS Course Abbreviation CART/ANIM MS Course Code Number 200603 Special Notes General Art is a prerequisite, or department permission
Scratch: Open source software for programming, creativity and collaboration
Scratch: Open source software for programming, creativity and collaboration Ivete Leite de Oliveira Table of Content Introduction... 3 Open Source Software... 3 Open source software for creativity......3
Using sentence fragments
Lesson 8 Descriptive Essays Description is not a distinct mode of writing, like expository, narrative, and persuasive, but the ability to write descriptively is essential to a host of writing genres. Many
SCRATCH Lesson Plan What is SCRATCH? Why SCRATCH?
SCRATCH Lesson Plan What is SCRATCH? SCRATCH is a programming language that makes it easy to create interactive stories, animations, games, music, and art that can then easily be shared on the web. Scratch
Published on www.standards.dcsf.gov.uk/nationalstrategies
Published on www.standards.dcsf.gov.uk/nationalstrategies 16-Dec-2010 Year 3 Narrative Unit 3 Adventure and mystery Adventure and mystery (4 weeks) This is the third in a block of four narrative units
Mother s Day, Warrior Cats, and Digital Fluency: Stories from the Scratch Online Community
Mother s Day, Warrior Cats, and Digital Fluency: Stories from the Scratch Online Community Mitchel Resnick, [email protected] MIT Media Lab Abstract In many parts of the world today, young people grow
Animals that move slowly, animals that move quickly
Unit Three Time 74 Animals that move slowly, animals that move quickly Unit 3: Time Image courtesy of: Microsoft clipart Focus: Animals that move slowly and quickly linked with time Whole class activity
COMPUTER TECHNOLOGY IN TEACHING READING
Лю Пэн COMPUTER TECHNOLOGY IN TEACHING READING Effective Elementary Reading Program Effective approach must contain the following five components: 1. Phonemic awareness instruction to help children learn
New Jersey Core Curriculum Content Standards for Visual and Performing Arts INTRODUCTION
Content Area Standard Strand By the end of grade P 2 New Jersey Core Curriculum Content Standards for Visual and Performing Arts INTRODUCTION Visual and Performing Arts 1.4 Aesthetic Responses & Critique
HACKETTSTOWN, NEW JERSEY. Computer Animation Grades 10-12 CURRICULUM GUIDE FINAL DRAFT. July 2014
HACKETTSTOWN, NEW JERSEY Computer Animation Grades 10-12 CURRICULUM GUIDE FINAL DRAFT July 2014 Mr. David C. Mango, Superintendent Ms. Nadia Inskeep, Director of Curriculum & Instruction Developed by:
Game Programming & Game Design
Unit 11: Game Programming & Game Design BRIDGES TO COMPUTING http://bridges.brooklyn.cuny.edu College Now, Bridges to Computing Page 1 Topic Descriptions and Objectives Unit 7: Game Programming & Game
Orange Unified School District Video Game Design II Year Course
Course No. B861 O642 Orange Unified School District Video Game Design II Year Course Grade Level: 10-12 Prerequisites: Video Game Design 1 Introduction to the Subject Video Game Design II is an advanced
How To Teach Students To Program A Virtual World
Gaming for Middle School Students: Building Virtual Worlds CHARLES R. HARDNETT Spelman College Computer Science Department Atlanta, GA 30314 [email protected] ABSTRACT We can begin engaging new talented
KS3 Computing Group 1 Programme of Study 2015 2016 2 hours per week
1 07/09/15 2 14/09/15 3 21/09/15 4 28/09/15 Communication and Networks esafety Obtains content from the World Wide Web using a web browser. Understands the importance of communicating safely and respectfully
Film and Television. Film and Television 299
Film and Television 299 Film and Television Degree Associate in Arts Degree, Film Production Program Description Film is a universally recognized medium that has a profound impact on how we view the world
K-1 Common Core Writing Santa Fe Public Schools Presented by: Sheryl White
K-1 Common Core Writing Santa Fe Public Schools Presented by: Sheryl White Session Objectives Review expectations in Common Core Writing Gain ideas for teaching opinion writing Collaborate and articulate
Personal Narrative Writing
CHAPTER 6 Teaching Genres Using BEW A personal narrative tells the audience my story. This type of story must include a well-planned story line, with details that occur in chronological order, character
Reading Strategies by Level. Early Emergent Readers
The charts below were created as a common language for teachers and students in the Wallingford Public Schools in kindergarten through eighth grade. The level of the chart selected for use in the classroom
Poetry Kids Online Learning Environment
Poetry Kids OLE 1 Poetry Kids Online Learning Environment by Penny Reed Instructional Technology Master Program Dr. I-Chun Tsai Strategies for On-line Learning 5100:639 Descriptive Paper Summer II 2009
Case Study 1: Cut out Animation. A Norwich Middle School, Norfolk. Key Stage 2
Case Study 1: Cut out Animation A Norwich Middle School, Norfolk Key Stage 2 As part of the literacy research we invited Hannah Giffard, of Red Fox Productions to lead two cineliteracy days at two middle
Webelos Scouts will use old and new media in this adventure to bring stories to life as movies. Lights! Camera! Action!
MOVIEMAKING RATIONALE FOR ADVENTURE Webelos Scouts will use old and new media in this adventure to bring stories to life as movies. Lights! Camera! Action! TAKEAWAYS FOR CUB SCOUTS Creating projects with
ELL Considerations for Common Core-Aligned Tasks in English Language Arts
ELL Considerations for Common Core-Aligned Tasks in English Language Arts A substantial body of research clearly indicates that utilizing specific instructional modifications as well as targeted pedagogical
Authority versus Power by Melissa McDermott
Authority versus Power by Melissa McDermott Lesson Description: This formative lesson focuses on developing an understanding of the concept of authority. Students will identify and role play scenarios
Language Arts Core, First Grade, Standard 8 Writing-Students write daily to communicate effectively for a variety of purposes and audiences.
Genre Unit Reading and Writing Fables by Amy Kinney Language Arts Core, First Grade, Standard 7 Comprehension-Students understand, interpret, and analyze narrative and informational grade level text. Objective
Using WINK to create custom animated tutorials
Using WINK to create custom animated tutorials A great way for students and teachers alike to learn how to use new software is to see it demonstrated and to reinforce the lesson by reviewing the demonstration.
Extracurricular Activities
Extracurricular Activities Definition Extracurricular activities are activities performed by students that fall outside the realm of the normal curriculum of school or university education. Extracurricular
Into Film CPD Programme
Into Film CPD Programme CPD V5-15.12.04-01 Literacy CPD Film is an incredibly powerful tool to engage young people and capture their imaginations. Our literacy training places film at the heart of education
Clay Animation A Interdisciplinary Lesson
Clay animation combines the high tech equipment kids love to use with their ageless, timeless love for the tactile qualities of clay. It encourages teamwork and gives students the opportunity to learn
Standards. Interactive Media, July 2012, Page 1 of 6
Indiana Department of Education Academic Course Framework INTERACTIVE MEDIA Interactive Media prepares students for careers in business and industry working with interactive media products and services;
Episode 1: Literacy Resource Pack
Episode 1: Literacy Resource Pack These resources have been written to provide teachers with starter activities and ideas relating to Episode One of Inanimate Alice. They do not constitute a complete course,
Code Kingdoms Learning a Language
codekingdoms Code Kingdoms Unit 2 Learning a Language for kids, with kids, by kids. Resources overview We have produced a number of resources designed to help people use Code Kingdoms. There are introductory
Probability and Statistics
Activity: TEKS: Overview: Problems Kids Care About (K.12) Probability and statistics. The student constructs and uses graphs of real objects or pictures to answer questions. The student is expected to:
APPENDIX A: ACTFL GUIDELINES. APPENDIX C: Methodology for Innovative Instruction in K-12 World Language Programs
APPENDIX A: ACTFL GUIDELINES APPENDIX C: Methodology for Innovative Instruction in K-12 World Language Programs 261 APPENDIX A: C: METHODOLOGY ACTFL GUIDELINES FOR INNOVATIVE INSTRUCTION IN K-12 Figure
MEDIA OCR LEVEL 3 CAMBRIDGE TECHNICAL. Cambridge TECHNICALS ANIMATION PRODUCTION CERTIFICATE/DIPLOMA IN K/504/0480 LEVEL 3 UNIT 66
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN MEDIA ANIMATION PRODUCTION K/504/0480 LEVEL 3 UNIT 66 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 ANIMATION PRODUCTION K/504/0480
Grade 3: Module 1: Unit 1: Lesson 8 Paragraph Writing Instruction
Grade 3: Module 1: Unit 1: Lesson 8 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Exempt third-party content is indicated by the footer: (name
FILM FESTIVAL 2015-16
KELLER ISD FILM FESTIVAL 2015-16 Official Handbook Matt Hill Media Production Coordinator Keller ISD Keller ISD Film Festival 2015-16 1 CONTENTS Guidelines 3 Rules 6 Judging Criteria 7 FAQs 9 Important
Information Technology Career Field Pathways and Course Structure
Information Technology Career Field Pathways and Course Structure Courses in Information Support and Services (N0) Computer Hardware 2 145025 Computer Software 145030 Networking 2 145035 Network Operating
FOLSOM CORDOVA UNIFIED SCHOOL DISTRICT COMPUTER GAME DESIGN
FOLSOM CORDOVA UNIFIED SCHOOL DISTRICT COMPUTER GAME DESIGN Date: January 2016 Proposed Grade Level(s): Grade 6-8 Grading: A-F Prerequisite(s): None Course Length: Year Subject Area: Technology Elective
COURSE TITLE. Computer Programming 1 LENGTH. One Semester Grades 9-12 DEPARTMENT. Computer Department Barbara O Donnell, Supervisor SCHOOL
COURSE TITLE Computer Programming 1 LENGTH One Semester Grades 9-12 DEPARTMENT Computer Department Barbara O Donnell, Supervisor SCHOOL Rutherford High School DATE Spring 2015 Computer Programming 1 Page
Form: Filled in table. Method: Peer assessment. Tool: Checklist. Form: Completed table. Method: Peer assessment. Tool: Checklist
Lesson Plan English First Additional Language Grade 5 Content in context: Text from other Learning Area - Whether Los and ASs Learning Activities Details of Assessment Barriers to Learning LO 1 Listening
Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts
Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts David Finkel, Mark Claypool, Michael A. Gennert Department of Computer Science Fred Bianchi, Dean O Donnell, Patrick
How To Write A Story Based Storybook
Literacy and the Arts: Strategic Planning Initiative Grant Improving Literacy: Creating Fact-Based Digital Stories Year Two Final Report Rhonda S. Robinson, Distinguished Teaching Professor, ETRA Kristin
CAPZLES TUTORIAL INTRODUCTION
CAPZLES TUTORIAL Hello and Welcome to my Capzles Tutorial! INTRODUCTION Capzles.com is a Web 2.0 social media website for people to create and share their own unique stories using audio, video, photographs,
Professional Development Needs Assessment for Teachers
Professional Development Needs Assessment for Teachers Name _ Grade Level / Subject Date ABOUT THIS INSTRUMENT: RCB Medical Arts Academy places a high priority on the continuing professional development
INTEGRATING TECHNOLOGY INTO THE MATHEMATICS CLASSROOM: THE ROLE OF TEACHER PREPARATION PROGRAMS
The Mathematics Educator 2005, Vol. 15, No. 1, 18 24 INTEGRATING TECHNOLOGY INTO THE MATHEMATICS CLASSROOM: THE ROLE OF TEACHER PREPARATION PROGRAMS Regina M. Mistretta Today s technology standards (International
Web Media TEC 171. Fall 2014
Web Media TEC 171 Fall 2014 Instructor: Mr. Frank Radostits Email: [email protected] Phone: 847.415.4162 Office: 1410 Free Periods: 3 & 6 COURSE DESCRIPTION Web Media is an introductory experience in
Module 9. User Interface Design. Version 2 CSE IIT, Kharagpur
Module 9 User Interface Design Lesson 21 Types of User Interfaces Specific Instructional Objectives Classify user interfaces into three main types. What are the different ways in which menu items can be
Counting Money and Making Change Grade Two
Ohio Standards Connection Number, Number Sense and Operations Benchmark D Determine the value of a collection of coins and dollar bills. Indicator 4 Represent and write the value of money using the sign
NATIONAL CURRICULUM LINKS
Special Places Key Stage 1 < < Special Places SUMMARY OF ACTIVITY Based around a Native American theme whereby pupils spend time in the outdoors on their own, but with each pupil supported by their own
Classroom Identification of Visual-Spatial Learners Steven C. Haas
Classroom Identification of Visual-Spatial Learners Steven C. Haas The visual-spatial and auditory-sequential learning model is providing parents and teachers with a whole new way of thinking about how
Emerging Use of ICT for Teaching and Learning in Schools of Pakistan
Article Summary Tazmeen Sultan is part of the Educational Technology team at a Private School, in Lahore, Pakistan. Her responsibilities include facilitating the effective use of computers and other instructional
Everett Public Schools Framework: Digital Video Production II
Course: CIP Code: 100202 Career Cluster: Video ProductionTechnology/Technician Everett Public Schools Framework: Digital Video Production II Arts, Audio/Video Technology & Communications Total Framework
CG: Computer Graphics
CG: Computer Graphics CG 111 Survey of Computer Graphics 1 credit; 1 lecture hour Students are exposed to a broad array of software environments and concepts that they may encounter in real-world collaborative
Bullying Awareness Lesson Plan Grades 4-6
Bullying Awareness Lesson Plan Grades 4-6 1 Estimated Time of Completion: Two to three classroom periods, or stretched out throughout the school year. Each activity will take between 15-30 minutes. Bullying
Grade 4 Writing Curriculum Map
Curriculum Map BOE Approval November 2013 CURRICULUM MAP WRITING GRADE 4 SEPTEMBER OCTOBER NOVEMBER DECEMBER JANUARY Creating a Buzz About : It s All About Me! Tell Me A Story Realistic Fiction Tell Me
Guest Editorial: Digital Videos as Tools for Learning Mathematics
Niess, M. L. & Walker, J. M. (2010). Guest editorial: Digital videos as tools for learning mathematics. Contemporary Issues in Technology and Teacher Education, 10(1), 100-105. Guest Editorial: Digital
KIDS & TEENS SUMMER HOLIDAYS
DEC 2015 - JAN 2016 KIDS & TEENS SUMMER HOLIDAYS LEARN NEW SKILLS IN FILMMAKING, TV PRESENTING, SCREEN ACTING RADIO, DIGI ANIMATION & MORE! AUSTRALIAN FILM TELEVISION AND RADIO SCHOOL SUMMER SCHOOL HOLIDAY
NCCA. Transition Unit Having fun with computer programming and games
Transition Unit Having fun with computer programming and games NCCA An Chomhairle Náisiúnta Curaclaim agus Measúnachta t National Council for Curriculum and Assessmen t Area of Study Top up and Tasters
game development documentation game development documentation: concept document
topics: game design documents design document references: cisc3665 game design fall 2011 lecture # IV.1 game development documentation notes from: Game Design: Theory & Practice (2nd Edition), by Richard
Revision Number: 1. CUFANM301A Create 2D digital animations
Revision Number: 1 CUFANM301A Create 2D digital animations CUFANM301A Create 2D digital animations Modification History Not applicable. Unit Descriptor Unit descriptor This unit describes the performance
Course Overview and Approximate Time Allotments. First Semester
Course No: B860 Orange Unified School District Introduction to Video Game Design Year Course Grade Level: 9-12 Prerequisites: Fundamentals of Programming Introduction to the Subject: Introduction to Video
INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS
INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS Shannon Campe ETR Associates Scotts Valley, California 95066 [email protected] Linda L. Werner Computer Science Department University of California,
Fifth Grade English Language Arts Learning Goals for 3 rd 9- Weeks
Skills students should demonstrate by the end of the 2 nd 9- weeks of school: Unit 4A- Making Connections Across Literary Genres Learning Goal: Student will understand that authors use point of view to
What is the EYFS Framework why do we have one?
*Publication currently subject to redesign Parents Guide to the Early Years Foundation Stage Framework Exciting times ahead for you and your child What is the Early Years Foundation Stage? Welcome to the
Outline. Creating Animations with Alice for Projects in all Disciplines
Creating Animations with Alice for Projects in all Disciplines Susan H. Rodger Duke University NC CTE Summer Conference July 16, 2014 Supported by the National Science Foundation Collaborative Grant NSF
Interactive Multimedia Courses-1
Interactive Multimedia Courses-1 IMM 110/Introduction to Digital Media An introduction to digital media for interactive multimedia through the study of state-of-the-art methods of creating digital media:
Units of Study 9th Grade
Units of Study 9th Grade First Semester Theme: The Journey Second Semester Theme: Choices The Big Ideas in English Language Arts that drive instruction: Independent thinkers construct meaning through language.
HIGH SCHOOL COURSE OUTLINE
OFFICE OF CURRICULUM, INSTRUCTION AND PROFESSIONAL DEVELOPMENT HIGH SCHOOL COURSE OUTLINE Department Visual/Performing Arts Course Title Art & Animation 1-2 Course Code 1044 Grade Level 9-12 Course Length
Primrose Hill Primary School Literacy Policy: A baseline for outstanding practice
.. Primrose Hill Primary School Literacy Policy: A baseline for outstanding practice January 2012 Review date: January 2013 KEY PRINCIPLES Teaching at Primrose Hill is Learning Centred, meaning that each
To answer the secondary question, if hands-on activities would increase student interest and comprehension, several hands-on activities were used:
1 The Effect of an Overarching Topic on Student Performance in Algebra II Christine Consoletti and David Collins J.E.B. Stuart High School Fairfax County (VA) Public Schools June 2003 Question Does an
Play has a tendency to be beautiful. The focus of a game designer is the designing of play
Game Design as Art Practice Fall 2004 San Francisco Art Institute Instructor: Jane McGonigal MW 4:15 7:00 PM (CDM2) Email: [email protected] / Course site: www.artpractice.blogspot.com Play has a tendency
Finding Inspiration in the Funny Pages
Finding Inspiration in the Funny Pages Using comic strips to inspire young writers makes sense for many reasons. First, comics can ease one of the toughest parts of the writing process: finding ideas and
I can not live without books.
Handbook1 Richland Academy School of Excellence Middle School Parent Handbook 2012 2013 School Year I can not live without books. - Thomas Jefferson Handbook2 Language Arts Reading We will work on reading
Computer Technology: Literacy and Usage KINDERGARTEN. Standard 1.0 Students will understand basic operations and concepts of technology.
Computer Technology: Literacy and Usage KINDERGARTEN Standard 1.0 Students will understand basic operations and concepts of technology. 1.1. Students will demonstrate an understanding of the nature and
Skills Canada Competition Dufferin-Peel Catholic District School Board
Skills Canada Competition Dufferin-Peel Catholic District School Board 2D Character Animation - Secondary Date: March 19, 2014 2D Character Animation Scope Location: Philip Pocock Secondary School Communication
ANIMATION AND GAME DESIGN
ANIMATION AND GAME DESIGN Final Project/Assessment January 2015 PROJECT OBJECTIVES: To demonstrate the ability to create a game or animation using Game Maker or Alice 3.0. To create instructions for the
The Fantastic World of Stellaluna
Grade 2 Lesson Plan The Fantastic World of Stellaluna Language Arts: Reading: Literary Response and Analysis Writing: Writing Applications (Genres and Their Characteristics) Level: Grade 2 Abstract: In
How to Run a Scratch Competition
How to Run a Scratch Competition Barbara Ericson Laura Boullain http://coweb.cc.gatech.edu/ ice-gt/1489 What is Scratch? Free software from MIT scratch.mit.edu Designed for elementary to college aged Low
Task Requirements. Task 4 Implementing and Analyzing Instruction to Promote Student Learning
PPAT Assessment Task Requirements Task 4 Implementing and Analyzing Instruction to Promote Student Learning In this task, you will demonstrate your ability to plan and implement a lesson using standards-based
Cheadle Primary School Computing and ICT Policy
Introduction The use of information and communication technology is an integral part of the national curriculum and is a key skill for everyday life. computers, tablets, programmable robots, digital and
OCR LEVEL 3 CAMBRIDGE TECHNICAL
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN IT COMPUTER GAME DESIGN H/502/5671 LEVEL 3 UNIT 32 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 COMPUTER GAME DESIGN H/502/5671
Plot Connections Grade Five
Ohio Standards Connection Reading Applications: Literary Text Benchmark C Identify the elements of plot and establish a connection between an element and a future event. Indicator 3 Identify the main incidents
Campus Academic Resource Program
This handout will: Discuss how to interpret teaching credential application essay prompts. Provide an example of a prompt. Provide an example of a sample response with critique. Discuss how to establish
Using games to support. Win-Win Math Games. by Marilyn Burns
4 Win-Win Math Games by Marilyn Burns photos: bob adler Games can motivate students, capture their interest, and are a great way to get in that paperand-pencil practice. Using games to support students
Teaching Methodology for 3D Animation
Abstract The field of 3d animation has addressed design processes and work practices in the design disciplines for in recent years. There are good reasons for considering the development of systematic
The School-assessed Task has three components. They relate to: Unit 3 Outcome 2 Unit 3 Outcome 3 Unit 4 Outcome 1.
2011 School-assessed Task Report Media GA 2 BACKGROUND INFORMATION 2011 was the final year of accreditation for the Media Study Design 2003 2011. Comments in this report refer to the School-assessed Task
Teaching Strategies. There are three broad types of questions, and students should be exposed to all types:
Teaching Strategies The Cornerstones Lesson Guide suggests instructional practices that will help students benefit the most from a Cornerstones teaching unit. This supplement explains the terms used in
Character Traits. Teacher Talk
Character Traits Teacher Talk What: (What are character traits, emotions and motives?): Characters are the people or animals in a story. When looking at characters, notice details about how they look,
The 3D Animation Process at Framework Media
7 Welsh Road Sutton, MA 01590 PHONE: 508.865.7060 FAX: 508.714.2287 WEB: http://www.frameworkmedia.com The 3D Animation Process at Framework Media Thank you for your interest in technical animation and
Interactive Whiteboards, Productive Pedagogies and Literacy Teaching in a Primary Context.
Interactive Whiteboards, Productive Pedagogies and Literacy Teaching in a Primary Context. Authors: Peter Kent, Assistant Manager Centre for Teaching and Learning, ACT Department of Education. And Matthew
Defining Student Voice
Defining Student Voice Student* voice is the term used to describe students expressing their understanding of their learning process. Student performance improves when students understand the purpose of
Alignment of the National Standards for Learning Languages with the Common Core State Standards
Alignment of the National with the Common Core State Standards Performance Expectations The Common Core State Standards for English Language Arts (ELA) and Literacy in History/Social Studies, Science,
CINEMA DEPARTMENT COURSE LEVEL STUDENT LEARNING OUTCOMES BY COURSE
CINEMA DEPARTMENT COURSE LEVEL STUDENT LEARNING OUTCOMES BY COURSE CINE 1000 A. Develop and implement a plan for approaching and completing complex individual and team projects. B. Illustrate skills in
page 1 (9) Design Connections One-year course, 60 credits Umeå Institute of Design Umeå Arts Campus
page 1 (9) Design Connections One-year course, 60 credits Umeå Institute of Design Umeå Arts Campus page 2 (9) Umeå Institute of Design In the far north of Sweden, in Umeå, one of the top industrial design
Making projects, making friends: Online community as catalyst for interactive media creation
Participation and collaboration within online communities can support, inspire, and enable young people to become active creators (and not just consumers) of interactive media. 7 Making projects, making
K-12 Information and Digital Literacy
K-12 Information Digital Literacy K-12 Information Digital Literacy It is the goal of the educators of the Burlington Public Schools to foster a dynamic learning environment that promotes engagement, relevant
