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1 Scheme of work Guided learning hours (GLH): 30 Number of lessons: 15 Duration of lessons: 2 hours Learners should spend lesson time and non-supervised time working on assignments. Key AS: Activity Sheet LA: Learning Aim TF: Template Form PS: Presentations Slides SB: Student Book Whiteboard expected for every lesson to help explain topics, issues raised by learners and for classroom activities. Learner internet access expected. Learning aim A: Understand the applications and features of digital animation products 1 Types of animation Flick book, cel animation, stop motion, cut-out, rotoscoping, skeletal animation, Flash animation, computer-generated imagery (CGI) Introduce learning aim A using PS 1 PS 10 Learning aim A. Teacher-led discussion of different types of animation. Group activity: make a flick book or stop motion fridge letters animation. Concluding activity: learners present their animations. Discuss how the animation the learners will complete will be used in their digital portfolio (Unit 3: A Digital Portfolio), and how they should document the process of developing their animation for inclusion in their portfolio. SB pp PS 1 PS 10 Learning aim A LP Week 1 Paper pads for flick books Fridge letters and a metal surface (for them to stick to) Digital camera and tripod 2 Applications of digital animation Applications and purpose of digital animation, including different existing digitally animated products and the effect they have on different audiences Teacher-led discussion on applications and features of digital animation. Individual work: Learners research different types and Discuss image types and resolution related to Unit 6: Creating Digital Graphics. SB pp AS 1 Types and purposes of animation 1
2 Features of digital animation purposes of animations using AS 1 Types and purposes of animation. Features of computer-animated products, e.g.: type of animation, 2-D and 3-D models, image type (bitmap/photo and vector), frames per second, resolution, timing and length, special effects (motion blur/fade, rendering effects, morphing, camera angles), audio (speech, music, sound effects) Conclusion: learners present their findings. 3 Assignment 1 covering 2A.P1, 2A.M1, 2A.D1 Learning aim B: Design a digital animation product aim A 4 What goes into the design? Intended audience (age, gender, interests), purpose and requirements (as defined in a brief) Introduce learning aim B using PS 11 PS 19 Learning aim B. Teacher-led discussion on different audience characteristics and what appeals to them. Design is covered in all the sector units so there may be some overlap. SB p. 122 PS 11 PS 19 Learning aim B Teacher-led discussion on design techniques and the importance of the design step. Practical session with learners creating an outline design idea which appeals to a specific audience. Conclusion: learners present and discuss their design ideas. 5 What goes into the design? Storyboards containing panels which outline the main assets (characters, objects, scenes, sounds) and which Teacher-led explanation of the purpose and nature of storyboards. Individual activity: Learners complete a practical activity using Storyboards are used in Unit 13: Website Development. SB pp AS 2 Creating a design storyboards 2
3 include some main panels that show how the assets combine, with timing, camera angles and flow shown AS 2 Creating a design storyboards. Conclusion: learners present and comment on their designs. 6 What goes into the design? List of any ready-made assets, with their sources documented and referenced in a sources table, alternative ideas for the design, prototypes of the animated product, e.g. characters, objects, video clips, audio clips, scenes Teacher-led explanation of the purpose of making an asset list. Discuss copyright issues. Explain purpose and nature of prototypes. Practical session: learners create more detailed designs including asset lists, and make simple prototypes. TF 1 Asset list will help them to do this. Conclusion: pair work learners review each other s designs and prototypes. Asset lists are used in Unit 13: Website Development. SB pp TF 1 Asset list 7 Assignment 2 covering 2B.P2, 2B.P3 2B.M2, 2B.D2 Learning aim C: Create, test and review a digital animation product aim B 8 Creating the animation Preparing assets: gather ready-made digital assets (characters, objects, audio clips, video footage) from other sources, hand draw or use graphic-editing software to create original assets (characters, objects and/or backgrounds) Import original and ready-made assets: graphics and/or video files, audio files, e.g..wav,.aiff,.au,.mp3 Reference ready-made assets Teacher-led introduction to learning aim C using PS 20 PS 29 Learning aim C. Practical activity: Learners find, import and reference assets identified in sample asset lists. Practical session on the basics of using Adobe Flash to create animations using AS 3 Introduction to Adobe Flash. Graphics for characters and backgrounds may come from Unit 6: Creating Digital Graphics. Audio soundtrack may come from Unit 5: Creating Digital Audio. Sample asset lists SB pp AS 3 Introduction to Adobe Flash PS 20 PS 29 Learning aim C 3
4 appropriately in a sources table, considering copyright issues Adobe Flash. 9 Creating the animation Graphic-editing software: vector editing tools/techniques, photo editing tools/techniques. If required for the product, record original audio and video, import assets into animation software and use software to edit the original assets Animation-editing software tools/techniques: edit key frames (e.g. insert, delete, copy), tweening, layering, camera movement, rendering, transition effects, audio speech, sounds and/or music, lip-sync mouth movement to audio Practical session using AS 4 Drawing in Adobe Flash, editing vector and photo images. Practical session using Adobe Flash technology to create/edit backgrounds and characters. Additional practical activities covering recording audio and video. Practical session using Additional practical activities covering camera panning, lip-sync, transition effects, etc. Adobe Flash and recording video. Graphics editing is covered in more detail in Unit 6: Creating Digital Graphics. Audio soundtrack may come from Unit 5: Creating Digital Audio. Recording video is covered in Unit 7: Creating Digital Video. SB pp , AS 4 Drawing in Adobe Flash AS 5 Motion tweening. 10 Creating the animation Animation-editing software: 2-D digital animation techniques (3-D techniques are acceptable but not required): cut-out (either scanned images or digitally generated graphics), rotoscoping, skeletal animation Practical session on 2-D techniques using AS 6 Using rotoscoping. Practical sessions developing skills in cut-out and skeletal animation. Adobe Flash. SB pp AS 6 Using rotoscoping 11 Test the animation Improving the animation: test the animated product for functionality, test that the animation is fit for purpose, gather feedback from others on quality, functionality, audience and purpose, document any improvements and update the sources table for ready-made assets, Teacher-led introduction and discussion on the purpose of testing and explanation of the testing techniques to be used. Reasons for exporting and compression files. Practical session with learners creating test plans (using TF 2 Test Testing is also covered in many of the other sector units. SB pp TF 2 Test plan 4
5 understand the reasons for exporting and compressing animation files, export and compress the animation product into a suitable final file type and size plan) and testing animations, exporting and compressing them. 12 Review the animation Review the finished digital animation for: quality of the animation product, fitness for audience and purpose, suitability against the original requirements, legal and ethical constraints, e.g. copyright, esafety, suitable content, strengths and improvements Assignment 3 covering 2C.P4, 2C.M3, 2C.P5 2C.M4, 2C.D3, 2C.P6, 2C.M5 2C.D4 Discuss reviewing animations and peer reviews. TF 3 Review sheet may be used, but learners may want to adapt this to their own requirements. Review work from the previous sessions: what improvements can learners identify? SB p. 146 TF 3 Review sheet aim C 5
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