Course Profile
Integrated Technologies, Grade 9 open, Public
Unit #2: Communications/Computer Technologies
Activity 1 | Activity
2 | Activity 3 | Activity 4 | Activity 5
Time: 1560
minutes
Unit Developers: John Rampelt, Don Cook,
Margaret Ritchie, Michael A. Scott.
Simcoe County District School Board:
Lead Board
Development Date: 1999
Unit Description
In this unit, students
explore the various applications of computers and communications technologies.
Activities are listed sequentially from introductory to more challenging.
Although activities may be independent of each other, skills developed throughout
the unit continue to build one upon the another.
Students apply various
problem-solving strategies throughout this unit, and produce five products by
the end of the unit, including drawings, 3D models, posters, videos, and games.
During this unit students will have the opportunity to become aware of career
opportunities, educational programs or opportunities for cooperative education
in the field of communications technology.
Strands and Expectations
Strands: Theory and Foundations, Skills and Processes, Impact and Consequences.
Overall Expectations: TFV 01X,
TFV 02X, TFV 03X, SPV 01X, SPV 03X, SPV 04X,
ICV 01X, ICV 02X, ICV 03X,
ICV 04X
Specific Expectations: TFS.01X,
TFS.03X, TFS.04X, TFS.06X, SPS.01X, SPS.02X,
SPS.03X, SPS.04X, SPS.05X, SPS.06X,
SPS.07X, SPS.08X,
ICS.01X, ICS.02X, ICS.04X,
ICS.07X.
Activity Titles
|
Activity One |
Simple Stop Action
Animation |
180 |
|
Activity Two |
Electronic Poster |
300 |
|
Activity Three |
Memo Pad and Holder |
270 |
|
Activity Four |
Auto Cad – Habitat 2000 |
270 |
|
Activity Five |
Computer Game |
300 |
Unit Planning Notes
Before initiating each of
these units, teachers should secure the appropriate resources and work through
each activity prior to implementation. These
preparations will ensure that all facility, equipment, and material
requirements are met. Some activities require the teacher to research new
information. For example, the electronic poster activity requires some
knowledge of electronics. Students and teachers would benefit from contacting
local businesses in the communications technology sector for support in
conducting the various activities. These members of the community may also
provide students with insight into career opportunities, educational requirements
and potentially offer students cooperative education learning opportunities in
grades 11 or 12 in the communications sector of the economy.
The Simple Stop Action
Animation activity requires a camcorder capable of stop-motion or single-frame
recording – or a digital camera, computer software which can generate an
animation from individual still frames (ranging from shareware GIF animators to
commercial packages such as Adobe Premiere), a camera tripod, objects or
materials to model, and a paint program (for example, Corel Photo-Paint).
The Electronic Poster
activity requires basic knowledge of electricity and introductory knowledge of
an electronic circuit consisting of resistors, diodes, and a switch to enable
an electrical current to flow from a nine-volt battery.
The Memo Pad and Holder
activity requires knowledge of CorelDraw features, such as extrude, blend, and
fit text to path. These features are used in the instruction for this activity.
Teachers will develop ideas for potential uses for a memo pad and expand the
related design criteria stated in the activity. Materials and equipment
required for the activity include: coloured letter size paper, padding glue,
weights for pressing the memo pad while gluing, thin cardboard/card stock,
acrylic plastic up to 3 mm thick, computers with CorelDraw software, printer
(colour capabilities offer more design options), paper cutter or guillotine,
band saw or scroll saw, plastic cutting knife, strip heater or oven to heat
plastic, buffer, and plastic adhesive – a scanner is useful, but not essential.
The AutoCad - Habitat 2000
activity requires that teachers be comfortable with a CAD program such as
AutoCad LT and the principles of architectural design. Some resources required
include photocopies of modular rooms drawn to a modular design, tracing paper,
tape, pencils, coloured pencils, metric scale, Styrofoam or similar material,
and glue to build the 3-dimensional model.
The Computer Game activity
requires teachers to possess a knowledge of how data is stored in Random Access
Memory (RAM) or magnetic media, how digital gates such as "AND",
"OR", or "NOT" control data flow, and the role of the CPU
in retrieving, decoding, and executing instructions. Required resources include
old computers and a limited fabrication facility to construct the games.
Prior Knowledge Required
In each of the activities in
this unit, students will be drawing upon a variety of knowledge and skills.
They will have to connect the results of investigations with specific purposes
and utilize a variety of communication procedures. In particular, students will
need to communicate with specific audiences using media works, written notes
and descriptions, drawings, and oral presentations. They will be required to
produce drawings, evaluate their own designs against the original need, and
propose modifications to improve the quality of product. Students will need to
determine factors that contribute to the efficient operation of mechanisms, as
well as systems and factors that can affect the manufacturing process of
products, such as the driving force of consumer need. Students must also
demonstrate a basic knowledge of safety concerns, as they will be exposed to a
variety of new technological processes throughout this unit.
Teaching/Learning Strategies
This unit uses a variety of
experiential learning strategies, including teacher-directed, group work, and
co-operative learning strategies. The teacher provides students with the
resources necessary to complete each task, including acting as a resource to
the task. Students will be expected to work
independently and in groups in problem solving, hands-on fabricating,
following design procedures, report writing, brainstorming, and making
classroom presentations. Assessment methods may include: standardized tests
such as classroom tests or examinations, personal communication assessment (for
example, instructional questions and answers),
the application of student-generated project assessment criteria and the
application of performance assessments. Performance assessments may involve
projects, skills demonstrations, conferences, classroom discussions, journals
or log books. A sample rubric for assessment included in each activity may be
used by the teacher and/or students.
Resources
Resources required for this
unit include: video cameras, editing suite (optional), digital camera,
computers with AutoCad, CorelDraw, computer software capable of generating an
animation from individual still frames, modeling materials, computers that may
be opened to examine components, encyclopedias, drafting textbooks, assorted
plastics, adhesives, buffing compounds, cutting knives, light emitting diodes,
1000 ohm resistors, nine-volt batteries, soldering iron, nine-volt battery
clip, and internet access.
Activity #1: Creating a
Simple Stop-Motion Activity
Time:
180 minutes
Description
Small groups of students
plan and produce a short stop-motion animation using a video camera and
physical props such as paper drawings, toy cars, action figures, or modeling
putty. The activity begins with an introduction to animation techniques.
Students create a storyboard or script to plan and describe their animation.
They then produce it. Proper camera techniques, including the use of tripods
and lighting, may be introduced as students record their animation. Evaluation
will be based primarily on the ability of students to plan and properly record
animations by following activity guidelines and by using equipment safely and
properly. A secondary part of the evaluation will be based on the creativity or
content of the finished work.
Strands and Expectations
Strands: Theory and Foundations, Skills and Process, Impact and Consequences
Expectations: TFV.02X, TFS.01X, TFS.03X,
TFS.04X, SPV.01X, SPV.04X,
SPS.01X, SPS.03X
Planning Notes
To promote the creation of
animation without bias or harmful stereotypes, teachers ensure students
properly represent races, cultures, disabilities, and appearances, as well as
advance positive gender role models.
Materials required to record
and produce an animation include: a camcorder capable of stop-motion or
single-frame recording – or a digital camera; computer, and computer software
which can generate an animation from individual still frames (ranging from
shareware GIF animators to commercial packages such as Adobe Premiere); a
camera tripod; objects or materials to animate, including coloured construction
paper (plus markers, pencil crayons, glue stick, etc.), coloured modeling
putty, toy cars, action figures, Lego, food, or other objects. Optional
materials and equipment useful for recording or editing an animation are: a
video editing system, including audio editing and titling capability;
additional light sources; software tools such as a video editing program (for
example, Adobe Premiere), a paint program (for example, Corel Photo-Paint), and
an audio editing program (for example, Cool Edit).
Prior Knowledge Required
Students should be familiar with
the operation of the camcorder or digital camera. If the animation is to be
edited, teachers may wish to assign an editing activity to familiarize students
with the process and to help them meet expectations for video and audio
editing. Experience with script and story writing may also be helpful.
Teaching/Learning Strategies
Students will be given the
challenge of designing and producing a stop-motion animation. The following
sequence and time required for each of the instructional steps are adaptable.
Each group of students will be able to adapt each step required to create an
animation production and thereby align the process with their prior knowledge
and rate of learning. The teacher may introduce the challenge by demonstrating
several animated commercials. Students will be asked to note visual differences
in playback frame rates based on the smoothness of motion in the animation, as
well as the relative complexity of the animation (for example, static
subjects/backgrounds vs. moving subjects vs. subjects and backgrounds in
simultaneous, but directionally different, motion).
1. Animation Concepts The teacher describes the animation
challenge activity with a discussion of animation concepts and how animations
are created from successive still images. The concepts of motion, animation
smoothness or fluidity, and frame rates – both the animation's playback rate
and the physical frame rate of the output device – are important to the final
animation and should be contrasted (see Appendices). The teacher must be aware
of any equipment limitations regarding the frame rate and must determine the
requirements for the animation length given the limitations of class time and
equipment. At this point the students should be grouped and select the subject
of their animation.
2. Frame Rate The teacher prepares students to record
motion by discussing the difference between the physical or output frame rate
and playback frame rate (see Appendices). Knowing these frame rates will enable
students to plan the appropriate length for motion sequences in their
animations. For example, if an action figure is required to throw an object in
half a second, and the playback frame rate is 5 frames per second (fps),
students must record two or three images of the action figure performing the
throw. Students describe the benefits and shortcomings of high and low playback
frame rates.
3. Pre-Production
Planning The teacher describes the
creation of a script or storyboard and its use in planning and recording
animations. The teacher outlines the final requirements of the animation. These
requirements may include: animation length (in seconds or as a specific number
of frames), required frame rate, types of objects or materials that may be
animated, required motions or movements, and types of editing, if any, required
to complete the animation (see Appendices). Students complete a script or
storyboard before beginning to record their animation. The script or storyboard
includes a list of required materials, a description of any special techniques
to be used and the length of each scene either as a time duration or frame
count.
4. Animation Production Students will use the camera or camcorder to
record the single frames that will make up their animation. Students must
consider how camera and subject location will affect their ability to recreate
the setup if recording must occur over multiple days. Students may, time
permitting, record a short test animation to verify the timing of any recorded
motions, so as to produce a more realistic final animation. The teacher will
monitor progress and may make suggestions regarding camera placement, action,
and lighting.
5. Editing
(optional): If editing facilities exist, either for video or computer
animation, the teacher will determine the requirements of the final edited
animation based on time and equipment limitations. Students use the editing
system or software to add titles, soundtracks, or audio effects to their
animation to meet the requirements as set out by the teacher (see Appendices).
6. Evaluation/Screening When complete, students view the animations
and compare them to the animation requirements outlined by the teacher.
Students suggest how the animations could be improved by commenting on
planning, materials used, recording techniques, editing, and the successful
achievement of requirements.
8. Further Exploration The teacher may lead students in exploring
the length of time involved in creating a simple animation, and discussing alternative
methods of animation. Advantages and disadvantages of 3D computer animation can
be explored by viewing examples of 3D animation or using a 3D rendering or
animation program, if available.
Assessment/Evaluation Techniques
The teacher evaluates
students' abilities to plan and properly record animations on existing
equipment. A secondary part of the evaluation may relate to creativity or
animation content. The assessment and evaluation activities may be divided into
four main parts: pre-production planning, animation production, editing, and
creativity.
Pre-production Planning and
Script/Storyboard Creation: The assessment of pre-production planning is based on the students'
ability to think through, and account for, all elements of the animation
production. Example assessment items include the ability of a script or
storyboard to communicate animation content, music, effects, camera angles,
scene duration, and the appropriateness of material choices (for example, the
script and effects) to meet the animation's requirements.
Animation Production: Production evaluation
reflects how well students use their knowledge of tools and equipment to
produce animations which meet teachers' requirements. Example assessment items
include meeting requirements for length, motion, camera angles, construction of
animated objects, and final quality, as well as students' abilities to set up
and use equipment safely and properly.
Editing: When editing facilities or
equipment exist, editing evaluation determines how well students use their
knowledge of tools and equipment to edit animations and meet teachers'
requirements. Example assessment items include the presence and quality of all
required titles, credits, leaders, trailers, audio tracks/effects, and
constructive editing to make the production animation suitable for public
viewing.
Creativity: Students may be assessed
on their ability to develop creative solutions to the requirement of producing
animations. Assessment may be based on factors such as the production of
effective storyboards, the extent of detailed materials to be animated, and the
level of careful editing of the final animation. This aspect of the production
provides multiple opportunities for the teacher to enhance the activity for
learners who require enrichment activities.
|
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
Knowledge of facts TFV 01X |
demonstrates limited
knowledge of pre- production, planning, animation, and editing |
demonstrates some knowledge
of pre- production, planning, animation, and editing |
demonstrates considerable
knowledge of pre- production, planning, animation, and editing |
demonstrates thorough
knowledge of pre- production, planning, animation, and editing |
|
Thinking Skills TFV 02X TFS 01X SPS 01X |
accounts for all aspects
of the animation process with limited effectiveness |
accounts for all aspects
of the animation process with moderate effectiveness |
accounts for all aspects of
the animation process with considerable effectiveness |
accounts for all aspects
of the animation process with a high degree of effectiveness |
|
Communicates for different audiences TFS 03X TFS 04X |
communicates with a
limited sense of audience and purpose |
communicates with some
sense of audience and purpose |
communicates with a clear
sense of audience and purpose |
communicates with a strong
sense of audience and purpose |
|
Communication of information SPS 01X |
communicates information with
limited clarity |
communicates information
with moderate clarity |
communicates information
with considerable clarity |
communicates information
with a high degree of clarity, and with confidence |
|
Application of procedures, equipment and technology SPS 01X SPS 03X SPS 04X |
uses procedures equipment
and technology safely and correctly only with supervision |
uses procedures equipment
and technology safely and correctly with some supervision |
uses procedures equipment
and technology safely and correctly |
demonstrates and promotes
the safe use of procedures equipment and technology |
Accommodations
Students with special needs
can be easily accommodated during the animation activity by changing any or all
of the animation requirements. Students with varying artistic skills, for
example, may use pre-made objects rather than create objects to be animated.
Changing specific production and editing requirements can accommodate students
of many ability levels. Other accommodations within this activity may include:
simplified or expanded story boards, adjustment in the modeling medium (Lego
instead of clay), in-class peer tutors familiar with the technical processes,
extra time provided after school or at lunch, etc.
Resources
General reference materials
providing background information for this activity include:
Videography-The Guide to
Making Videos by Peter Hitchcock Productions
Software - 3D rendering
software, such as POV-RAY; Animation software, such as AutoDesk 3D Studio Max
http://www.angelfire.com/bc/BarryMoffatt/index.html
Expansion on the Teaching/Learning
Strategies
1. Animation concepts:
A paper flip-book animation can demonstrate how individual still images show
animated motion when displayed rapidly in succession. Students can explore
animation concepts and terms by researching animation and animation techniques
in the library or on the Internet.
In animations, motion is
represented by how much or how far still objects move from one frame of an animation
to the next. Smooth motion in animations is related to the playback frame rate
– the number of still-frame images per second that make up the final animation.
The physical frame rate of the output device can be different from the playback
frame rate, and is important in determining on how many frames (i.e. one or
more) in which a particular image must appear.
The final output device
determines the physical frame rate of the animation, which for video is 30 fps.
Most camcorders capable of frame recording utilize a fixed lower recording
frame rate, such as 5 fps. This means that the camcorder will record a single
frame image on six successive frames, and when playing back the recording at 30
fps on a television, these six frame images will repeat or change at a rate of
5 fps.
This concept is described
below in mathematical terms.
output device frame rate / #
of frames per image = playback frame rate
Inserting the information
noted above:
30 fps / 6 frames per image
= 5 fps playback rate
2. Frame Rate: The
advantage of a reduced playback frame rate is that fewer still frame images
need to be recorded for a given length of animation. To record a two-second
animation at a playback rate of 5 fps requires that only ten images need to be
recorded. In comparison, a two- second animation at a 30 fps playback rate
requires that 60 images need to be recorded. The disadvantage of a reduced
playback rate, however, is the resulting lack of smoothness of any motion in
the animation.
Note: If using a camcorder
with a single frame recording mode, teachers must be aware of the number of
frames per image recorded in the single frame mode. This information is usually
available in the technical specifications of the camcorder. When using a
digital camera and computer software, many programs give the user the
capability to determine the final frame rate. Consult the software manual
regarding settings for this capability.
3. Demonstration:
Effective demonstrations can be found in commercial animations such as Sesame
Street's animated letter or number sequences, action clips from cartoons such
as Pingu, or segments of Disney animated movies.
4. Pre-Production
Planning: Students' success in this activity is related to their ability to
conceptualize the final product. Students who have a good grasp of what their
animation should look like have a better chance of recording a successful
animation quickly. Since this is a short activity, students must complete all
planning ahead of time to allow the recording process to proceed as smoothly
and quickly as possible.
If the time lines for this
activity are limited, students may bring action figures or toy cars from home
to quickly animate a short sequence. For example, a camera can be used to record
a race between two toy cars from a single vantage point above a table. Then, by
moving each car between successive frames, the students will record an
animation that shows the movement and acceleration of the cars across the
table.
Students with more time or
creative ability may use other materials to enhance animation content.
Continuing with the car race example, students could use paper or construction
paper to draw or even build a simple race track for the toy cars to move on, or
cut out paper figures to animate, such as the car drivers or race officials.
The camera may also be moved to a different location in order to record an
alternate view of the action-- for example, from above for the start of the
race and to track level at the turns.
If time permits, students
may use materials to create the entire contents of their animation. For
example, students could create an animation of a rocket launch by making
coloured paper cutouts of a rocket and flames and smoke plumes of various
sizes. Students then record their animation by arranging these objects in
sequence on drawn backgrounds of a launch pad, sky, and space.
5. Editing: Teachers
will demonstrate, or provide activities demonstrating, how to use the
audio/video editing system. Time and equipment permitting, students may be
required to add a black leader and trailer, a title, an audio track or audio
effects, and credits.
If a digital camera will be
used to record animation image frames, teachers will demonstrate, or provide
activities demonstrating, the computer system and software required to copy
images from the digital camera to the computer.
Teachers may demonstrate, or
provide activities demonstrating, how to use computer software to create an
animation from individual still-frame images. Students will use the computer to
transfer images from the digital camera to a program that can create
animations. They will also use the program to create a finished animation. If
facilities, equipment, and time permit, students will use the computer software
to add titles, soundtracks, or audio effects to their animations.
Activity #2: Electronic Poster
Time:
300 minutes
Description
Students design and
construct an electronically illuminated poster that reflects their personal
interests or is used as a promotional device for a business (for example, to
advertise a specific product). To accommodate varying student needs, the poster
can feature a hand drawn picture, a photograph, a picture from a magazine, or a
computer generated image. Students design and construct an electrical circuit
to illuminate the poster and create new visual effects. For example, actual
lights can be installed in pictorial depictions of street lights or car
taillights. Students will develop an artistic appreciation for the integration
of electronic technology into images on paper as they develop posters of
professional quality.
Strands and Expectations
Strands: Theory and Foundations, Skills and Process, Impact and Consequences
Expectations: TFV.01X, TFV.03X, TFS.01X,
TFS.04X, SPV.01X, SPV.04X, SPS.01X,
SPS.02X, SPS.07X, SPS.08X, ICV.02X, ICS.01X
Planning Notes
It is important for teachers
to learn about and be able to explain the theory of how the electronic poster
operates. This theory may be described as follows. Activating a switch enables
an electrical current to flow from a battery. The current flows through
resistors to diodes and back to the other side of the battery. This process
results in the emission of light. The light is emitted through the light emitting
diodes (LED) strategically mounted in the poster. Since resistors limit
current, a nine-volt battery will last a long time in this circuit. Note, if
the diodes are reversed in the circuit, the current will not flow.
Prior Knowledge Required
By the end of Grade 6,
students will: investigate ways in which electrical energy can be transformed
into other forms of energy (for example, light, heat, and sound); identify
different types of switches that are used to control electrical devices (for example,
contact and tilt) and explain the key differences among them (for example,
differences in design, use). It is helpful for students to have some knowledge
of visual arts and electricity, as well as experience with soldering equipment.
Teachers must emphasize the potential hazards of lead solder and the necessity
to wear safety glasses and follow specific safety guidelines, including hand
washing after handling lead solder. Knowledge of basic hand tool safety is
important for all students in this activity, as a variety of tools will be
used.
Teaching/Learning Strategies
For many students, this may
be the first time they have been exposed to aspects of electrical and
electronic technology. Therefore much of the design process is restricted to
allowing students the opportunity to choose a poster theme and select various
coloured light emitting diodes for use in their poster. Students should be
encouraged to discuss personal interests in selecting poster themes, share
information about themselves, and take pride in their accomplishments. Students
are encouraged to rely on their emerging analytic skills and aesthetic
sensibilities to select or create their own pictures. The remaining stages in
this activity require students to select and read resistors, glue, cut foam
core, solder, heat sink, identify the cathode and anode of a diode, and install
an electrical circuit. The activity is easily enriched, to accommodate learners
who need a greater challenge, by expanding the complexity of the electronic
circuit to perform various functions. For example, light sensors or variable
timers could be added to have the LED’s function under various pre-designed
conditions. Prior to allowing students to use hand and power tools, teachers
must review all appropriate safety precautions. Examples of these precautions
include:
1. Soldering possesses a risk of severe burns, therefore students
must wear eye protection, work in a well ventilated area, and be carefully
supervised.
2. Safety glasses must be worn while operating tools or equipment
such as the scroll saw.
3. The use of hot glue guns must be carefully supervised and hot glue
guns must never be used while in the seated position.
4. Horseplay is not acceptable in a technology lab at any time.
Activity Instructions
The teacher will introduce
the concept and ask students to discuss poster ideas. Students create or select
a picture and carefully glue it to a piece of quarter-inch foam core.
Students solder a Light
Emitting Diode (LED) to a resistor of 300 to 1000 ohm. The LED can be any
colour and can produce flashing light pulses. Students must also learn to
heatsink the diode by clamping an alligator clip near the LED. This heatsinking
process prevents heat from burning out the light. Note: Diodes burn out quickly
without enough resistance (provided by the resistors) and the resistors must be
in the electronic circuit in series with the diode. The larger the resistor,
the dimmer the light -- however, the battery will last longer.
The teacher directs students
to connect a switch on one side of the LED-resistor unit using small stranded
wire.
Under teacher supervision,
students solder a nine-volt battery clip to the two wires emerging from the LED
circuit. The black lead must connect to the short lead on the LED or to the
lead that goes to the flat spot on the glass of the LED.
The teacher asks students to
select locations on the foam board where the LED will be installed. A sharp
pencil will be pushed into the selected locations to produce holes. Students then
push the LED through the appropriate hole in the foam core and picture.
Students connect a nine-volt
battery to the battery clip.
Students can then operate
the switch. When the switch is closed the light or lights come on and produce a
dynamic effect on the picture.
Students construct a battery
holder on the back of the foam core.
Students are then ready to
frame their pictures.
Assessment/Evaluation Techniques
|
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
Knowledge of facts TFV 01X |
demonstrates limited
knowledge of electrical circuitry |
demonstrates some
knowledge of electrical circuitry |
demonstrates considerable
knowledge of electrical circuitry |
demonstrates thorough
knowledge of electrical circuitry |
|
Thinking skills TFV 03X TFS 01X SPV 04X SPS 07X |
uses thinking skills with
limited effectiveness |
uses thinking skills with
moderate effectiveness |
uses thinking skills with
considerable effectiveness |
uses thinking skills with
a high degree of effectiveness |
|
Communica-tion of Information TFS 04X |
uses a picture from a
magazine and a pre-designed electrical circuit |
uses a picture and adds
features to an electrical circuit |
takes and develops
photographs and add features to an electrical circuit |
designs and draws a
picture, and designs the electrical circuit |
|
Application of procedures equipment and technology SPV 01X SPS 01X SPS 08X |
uses soldering equipment
safely and correctly only with supervision |
uses soldering equipment safely
and correctly with some supervision |
uses soldering equipment
safely and correctly |
demonstrates and promotes
the safe and correct use of soldering equipment |
Accommodations
The Electronic Poster activity
can be varied to suit different needs, interests, and skill levels. Students
who enjoy art may draw or design their own pictures. Students with an interest
in photography may use a camera to take pictures and develop the photographs
using darkroom techniques.
Students may wish to work
with magazine pictures by reviewing, discussing, selecting, cutting, and then
pasting them on the foam core. Additionally, students can make the electronic
circuitry as complicated or as simple as their comfort levels dictate. Projects
may include several lights and switches, or they may include only one light and
one switch.
Resources
Materials required for this
activity include a picture, foam core, light emitting diodes, 1000-ohm resistors,
a nine-volt battery, and a nine-volt battery clip. A soldering iron is also
required to complete the project. All of these items are available from local
electronic stores and electronic repair services.
http://www.iserv.net/~alexx/glossary.htm
(Giant Glossary of Electronic Terminology)
http://www.howstuffworks.com/digital-electronics.htm
Other useful resources
include: The Electronic Workbench software product by Richard Parker and Bob
Legresley, and the following books: Introduction to Electricity and
Electronics (Book 1) by Frank D. Petruzella, Applied Electricity by
Kurt Harding Schick, Computer Technology by O.R. Lawerence, Electronics:
A Practical Introduction by P.W. Braby, Electrical Systems Technology by
Walter L. Bartkiw and Kenny T. Sookhoo.
As well, books and
encyclopedia references are available in local libraries.
Activity
#3: Memo Pad Activity
Time: 270 minutes
Description
Students follow a design
process in designing and constructing a personalized memo pad and construct a plastic
holder from thermoforming plastic (for example, acrylic) to fit their memo pad.
The completed memo pad should meet the needs of a high school student and it
should be designed for a specific application such as mounting on a wall,
locker, desk, refrigerator, etc.
Strands and Expectations
Strands: Theory and Foundations, Skills and Processes, Impact and Consequences
Expectations: TFV.01X, TFS.03X, SPV.01X,
SPV.03X, SPS.01X, SPS.03X, SPS.04X,
ICV.01X, ICS.01X, ICS.03X
Planning Notes
Teachers require a sample
memo pad and holder. Handouts about Corel tools and demonstration sheets and/or
overheads that illustrate common Corel features such as extrude, blend, and fit
text to path will be used in the instruction for this activity. An introductory
video to Corel may be useful but is not a requirement. The following materials
are also required: coloured photocopy or printer paper, padding glue, weights
for pressing the memo pad while gluing, cardboard, and acrylic plastic up to 3
mm thick. The following equipment is required: computers with Corel3, printer
(colour capabilities offer more design options), paper cutter or guillotine,
band saw or scroll saw, plastic strip heater or oven to heat plastic, buffer,
and plastic adhesive. A scanner is useful, but not essential. Using the
guillotine can be one of the highlights of this activity, as students master a
large, sharp machine. A paper sheer may also be used with care to cut sheets to
the same size.
Prior Knowledge Required
Students know how to open,
save, and exit a computer program. By Grade 8, students will have learned to
communicate procedures and results of investigations for specific purposes and
to specific audiences using a variety of mediums, including written notes,
descriptions, drawings, and oral presentations. Students will be aware of the
basic safety precautions in using hand and machine tools.
Teaching/Learning Strategies
In introducing the memo pad
challenge, teachers should help students develop ideas for potential uses for a
memo pad and the related design criteria. Criteria may include: size
determination, such as four sections to a sheet of letter-sized paper (commonly
the finished pad is _ of a letter sized sheet of paper); writing area or space
for doodling on the memo page; and an imprint such as a name, graphic or clip
art. Variations on the assignment could include one design repeated four times,
or two designs, or four separate designs. All of the design criteria will be
used as assessment criteria later on in the activity. It is important to ensure
students follow the design process and prepare thumbnail sketches and a
comprehensive for each final design. Stages of the design process may be
expanded or eliminated to accommodate different learners. For example, roughs
may be omitted since refined self-criticism and design development is difficult
for many Grade 9 students. The learning activity may be enhanced by allowing
students to prepare more complex computer generated graphics, such as pixel
edited scanned images, for use on their memo pad. Students must use Corel Draw
or a similar graphics design program to prepare graphics for the project. They
will need to know procedures to follow when using a paper cutter or guillotine,
band saw or scroll saw, plastic strip heater or oven to heat plastic, buffer,
and plastic adhesive. Teachers must review all appropriate safety precautions
before allowing students to use hand and power tools. For example:
1. Review the importance of having one operator assigned to the paper
shear/guillotine as well as the need for careful supervision and ensure all
guards are in place.
2. Safety glasses must be worn and no loose clothing or hair is
allowed while students operate tools or equipment such as the scroll saw, buffer,
drill press, etc.
3. Students must wear gloves and be carefully supervised while
working with hot plastic forming equipment and plastic.
4. Hot plastic or plastic adhesives must never be handled in a seated
position.
5. Students must avoid letting the edge of the plastic work piece
catch on the rotating buffer.
6. Horseplay is not acceptable in a technology lab at any time.
Activity Instructions
1. Students write a proposal for the memo pad in memo format. The
proposal includes an explanation of what the memo pad will be used for (for
example, homework lists, telephone messages, shopping list, doodling, etc.) and
a list of skills and knowledge students require to complete the project.
2. Students prepare a minimum of four thumbnail sketches for different
designs. These thumbnails follow from the proposal and meet the stated
criteria.
3. Students critique their thumbnails and choose the best two to
develop further.
(Steps 4 and 6 - may be completed as homework)
4. Students create full-size "roughs" and make
improvements to their designs. After selecting the best concept, students
prepare a coloured comprehensive, making the design match as much as possible
the final computer mechanical envisioned.
5. Groups of students will take turns experimenting with Corel draw,
learning how to draw lines, rectangles, and circles; and to select, move, size,
fill, and add text and clip art. Students will be encouraged to experiment with
special effects such as extruding, blending, fitting text to path, etc.
Students type in their name and apply three different effects, blend two shapes
and apply text, and draw an ellipse and fit text to path. After experimenting,
students will use their work to prepare a Design Report title page. The title
page includes the course title, student's name, project title, and date, plus
clip art, blended and extruded features, and text fit to a path.
6. Students make their computer mechanical after the teacher
approves the final design. Students may scan in images and import them into
their Corel file or import clip art as desired. The final printout should
include four images on the page. After approval of the finished product,
students will print 25 sheets on coloured paper.
7. Students trim their paper stack into the four sections, and trim
a piece of cardboard as a backing.
8. Students glue the spine of the memo pad with padding glue and an
old brush. Steps include placing the edge of the pad slightly over a work table
edge, then placing weights on the paper close to the edge. Next, students
liberally apply the padding glue and leave overnight to dry.
9. While students wait to trim and glue the memo pad, they will
begin to design the holder. Students produce thumbnail sketches of simple
designs that can be formed from a single piece of plastic. After checking sizes
required to fit their memo pad (s), students use drafting equipment to create
the flat pattern development for the holder. The teacher should caution
students about the need to consider bend allowances and plastic thickness.
Students construct a test model from paper or cardboard before proceeding with
the plastic product.
10. Students cut a piece of plastic the size of the blank. They then
transfer their pattern to the plastic and mark any bends. It is usually easier
to finish the edges before bending. Students then cut, heat, bend, and shape
the plastic, and complete a final polishing. Students use a rubric to evaluate
the memo pad and holder, checking on finished sizes, inclusion of all design
elements, quality of construction, and quality of finish.
11. Students produce a Design Report, including their Corel title page,
thumbnails, roughs if produced, comprehensive and mechanical, description of
the method used to make the memo pad and holder, and evaluation of the project
design and process, plus the self-evaluation rubric.
Assessment and Evaluation
Students demonstrate
appropriate use of computers and are able to save their work successfully. The proposal
should be in correct format and include the design brief, plus the knowledge
and skills students are expected to learn.
Students produce a minimum
of four different ideas on their thumbnails. All thumbnails should meet the
criteria and agree with students' proposals. Students' critiques should
demonstrate careful thought (that is, something more than "This is best
because I like cars"). Roughs and comprehensives should show development
and refinement of design ideas. The comprehensive should be neatly and
carefully finished, duplicating the text styles and graphics closely. The title
page should include course title, student’s name, the project title, and date,
plus clip art, blended and extruded features, and text fit to a path.
The Corel mechanical should
demonstrate mastery of basic Corel techniques and creative use of Corel
features. The teachers should see four images correctly positioned on the page.
The copy should be neatly trimmed to the correct size, and padded correctly.
The holder design should fit
the memo pad. The holder can be made from a single sheet of acrylic since
bends, and not separate pieces, form the piece. Pattern development should be
neatly drawn to correct size. Students should make allowance for bends in the
plastic. Students need to demonstrate the safe operation of plastic forming
equipment, saws, knives, and buffers, and an awareness of the care needed, as
well as hazards associated with plastic solvent use. The blank should be cut to
the correct size and the pattern transferred to the plastic. Students should
ensure the holder is bent to shape and finished neatly.
The teacher assesses that
the Design Report includes the Corel title page, thumbnails, roughs,
comprehensive and mechanical, description of the method used, and evaluation of
the project design and process, plus the self-evaluation rubric. Students
should produce the report using a word processing program and ensure it is
correctly formatted. Students will need to have completed the self-evaluation
fairly.
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
|
Knowledge of facts, terminology, procedures and standards TFV 01X TFS 03X |
demonstrates limited
knowledge of design procedure |
demonstrates some
knowledge of design procedure |
demonstrates considerable
knowledge of design procedure |
demonstrates thorough
knowledge of design procedure |
|
Application of an inquiry/design process SPV 01X SPV 03X SPS 01X SPS 03X |
applies few of the skills
and strategies of the design process |
applies some of the skills
and strategies of the design process |
applies most of the skills
and strategies of the design process |
applies all or almost all
of the skills and strategies of the design process |
|
Communication of information SPS 04X |
communicates information
with limited clarity |
communicates information
with moderate clarity |
communicates information
with considerable clarity |
communicates information
with a high degree of clarity and with confidence |
|
Application of procedures, equipment and technology ICV 01X ICS 01X ICS 03X |
uses equipment and
technology correctly and safely only with supervision |
uses equipment and
technology safely and correctly with some supervision |
uses equipment and
technology safely and correctly |
demonstrates and promotes
the safe and correct use of equipment and technology |
Accommodations
Teachers may provide sample
patterns and holders for students who experience difficulty visualizing a pattern.
A WordPerfect Design Report template will help students write a report by
filling in the blanks.
To extend activities,
students may be directed to design other stationary items, such as personalized
note paper for their Grade 9 technology notebook. Students may also develop
patterns for other shapes of boxes, such as dustpans, tote boxes and
dodecahedrons and isosahedrons (see Resources).
Resources
The Corel manual; The Corel Video;
a basic drafting book such as Stirling; a more advanced reference such as
Jensen's Engineering Graphics and Design; Kidder Plastics reference books,
assorted plastics, adhesives, buffing compounds, cutting knives etc. http://www.corel.com/index.htm
http://desktoppublishing.com/linkus.html
http://strategis.ic.gc.ca/SSG/am00793e.html
Activity
#4: AutoCAD - Habitat 2000
Time: 270 minutes
Description
Students investigate the
problems of supplying low-cost, yet attractive, housing in urban settings.
Using AutoCAD or other CAD software, students develop drawings of a
Habitat-style condominium complex. Students also establish design criteria for
their housing ideas and evaluate their solutions according to the criteria they
have identified. Three-dimensional modeling using simple materials provides a
suitable celebration of the activity. Modeling in 3-D by computer can be an
exciting extension of this activity.
Strands and Expectations
Strands: Theory and Foundations, Skills and Processes, Impact and Consequences
Expectations: ICV.01X, ICV.03X, ICV.04X, ICS.04X, ICS.07X,TFV.02X, TFS.03X,
SPV.03X, SPS.03X, SPS.04X
Planning Notes
Presentation: Teachers need photographs and overhead transparencies of several apartment
buildings typical of the area or nearby town; photographs and articles on
Habitat, the architect Moshe Safde, Pueblo villages, and perhaps Mediterranean
villages; plus an overhead transparency of a typical apartment floor plan.
Package preparation: Each group will need a package with photocopies of
modular rooms, including kitchen, bathroom, living/dining area, hall, roof
garden, and bedrooms, drawn to a modular design and 1:50 scale. It should be
ensured that the patio space fits above the bedrooms or living room of the unit
below. Students will need tracing paper, tape, pencils, coloured pencils, and a
metric scale. It is ideal to have enough finished apartment units to create a
three-storey Habitat 2000 complex of 12 to 15 units. However, two or more
copies of each unit can be made to build a bigger building in the final stage
of the activity.
Computer preparation: Teachers should provide an AutoCAD quick reference
sheet. Teachers will need to prepare AutoCAD or other software to ensure all
blocks such as doors, windows, furniture, and landscape materials, are
available to students. Standardized components, such as kitchen and bathrooms,
may be drawn ahead by the teacher or a senior student and made available to
students in this activity. For some students with special needs, all rooms
might be prepared as blocks so students can manipulate them into position and
add furniture. Styrofoam or similar material and glue are required to build the
3-dimensional model. This important final step allows students to visualize and
celebrate their projects.
New Skills To Be Learned – Students will: identify components of an architectural
plan, including walls, windows, doors and arches, fixtures, and furnishings;
use 1:50 scale to determine room sizes; use AutoCAD commands to polyline,
double line, offset, copy, move, rotate, mirror, fillet, trim, and extend;
insert ready-made blocks of furniture and other components and then move and
rotate them into position; add a correct border, title block, and information
to the drawing; create an assembly drawing from several files; print a drawing
to correct scale.
Prior Knowledge Required
This activity builds on an
introduction to AutoCAD in a previous activity. Students should have mastered
the use of drawing setup, line, erase, undo, zoom, snap, grid, text, save, save
as, and exit. By Grade 8, students will have learned to communicate procedures
and results of investigations for specific purposes and to specific audiences
using a variety of mediums, including written notes, descriptions, drawings,
and oral presentations. A knowledge of basic hand tool safety such as how to
properly use a utility knife to avoid injury.
Teaching/Learning Strategies
Students are provided with
examples of traditional and innovative design and encouraged to discuss and
assess these designs in terms of rationale and effect. After becoming familiar
with design concepts, students will be assigned AutoCAD design tasks. These
tasks will help them identify architectural components and determine room sizes
to correct scale, and optimum placement. Students evaluation of their own
designs against the original need and purpose will help them conceive and make
modifications to improve the quality of products.
1. The teacher shows
pictures of typical high-rise apartment and condominium buildings, preferably
from local neighbourhoods or communities. Students discuss the reasons for the
numbers of such buildings and determine the physical and social problems
associated with typical high-rise buildings. During the discussion, students
may consider expensive land cost, accommodation affordability, ease of
construction, lack of individuality, lack of outdoor living space, boxy
designs, poor ventilation, crowding, an undeveloped sense of belonging, no concept
of neighborhood or community, and difficult access for the disabled, police and
fire personnel.
2. The teacher shows
pictures of Habitat in Montreal and southwest Pueblo architecture. Students
will be encouraged to discuss how these designs attempt to overcome some of the
previously discussed problems of traditional high-rise apartment and
condominium buildings.
3. The teacher shows a
typical apartment floor plan and lead students to identify all components, such
as walls, doors, windows, bathroom fixtures, etc. Students work with their
packages in small groups, manipulating units to create a plan for an
individualized two- to three-bedroom apartment with outdoor patio or roof
garden. Individual components may be rotated or mirrored as required. Each unit
should have windows on at least two sides, and a view in at least two
directions.
4. Students tape together
their solution and make a tracing, showing all rooms, plus locations of doors,
windows, and closets.
5. Students scale the
drawing and determine the real life dimensions of the apartment, noting them on
the drawing.
6. Students divide the work
into separate room components. Using AutoCAD to draw each room, students will
insert prepared blocks of furniture, kitchen and bathroom fixtures, windows and
doors, plus plants and furniture for the roof garden.
7. Students print out their
individual drawing, complete with border and title block. Students will
consolidate their drawings into one drawing using the "insert file"
command, and make any required adjustments. Two copies of the composite drawing
will be printed to scale (1:50 or 1:100, depending on the capacity of the
printer). One copy will be handed in with the project report.
8. Students cut a piece of
foam to the shape and size of their apartment plan drawing, and paste a cutout
of their plan onto the foam. The teacher will work with the class to create the
full "Habitat 2000" building, in 3-D.
9. Student groups complete a
design report using a word processing program.
Accommodations
Teachers may pair students
so they may take turns giving directions to each other. Smaller and simpler
room drawings may be assigned to students experiencing difficulties. To
minimize working with a lot of text, the AutoCAD reference sheet can be shown
with sequence diagrams. Teachers may separate tasks, so that some students may
begin cutting the foam blocks using the original tracings and arranging them in
a three dimensional setting, while others complete the assembled drawing.
Extension activities can be
developed in the following ways. Students can use AutoCAD to extrude the walls
to the correct height, and also extrude windows and doors. The base elevation
may be changed to suit windows. The design can be viewed and printed as a three
dimensional object. A very exceptional student could take all the plans and
create a 3-D view of the whole complex. Scale models could be made with wood or
Bristol board, showing elevations and designed with lift-off tops to show interior
views. Students may wish to design roads, paths, parking, landscaping, and
playgrounds. (This could be made into a separate construction activity).
Students could create sales brochures in Corel Draw, importing the plan from
AutoCAD and a scanned drawing of their "Artist's Concept". This
latter activity would also be a good Communications Technology activity.
Assessment and Evaluation
|
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
Knowledge of facts, technical
terminology, procedures and standards TFV 02X |
demonstrates limited
knowledge of the design process |
demonstrates some
knowledge of the design process |
demonstrates considerable
knowledge of design process |
demonstrates thorough
knowledge of design process |
|
Thinking skills ICS 07X |
is able to describe the
problem with limited effectiveness |
is able to describe the
problem with moderated effectiveness |
is able to describe the
problem with considerable effectiveness |
describes the problem with
a high degree of effectiveness |
|
Application of a design
process ICV 03X ICV 04X |
applies few of the skills
of a design process |
applies some of the skills
of a design process |
applies most of the skills
of the design process |
applies all or almost all
of the skills of the design process |
|
Communication of
information TFS 03X SPV 03X |
communicates design with
limited clarity |
communicates design with
moderate clarity |
communicates design with considerable
clarity |
communicates design with a
high degree of clarity and with confidence |
|
Application of procedures,
equipment and technology SPV 03X SPV 04X ICV 01X |
uses computers correctly
only with supervision |
uses computers correctly
with some supervision |
uses computers correctly |
demonstrates and promotes
the correct use of computers |
|
Making Connections ICS 04X |
Makes connections with
limited effectiveness |
makes connections with
moderate effectiveness |
makes connections with considerable
effectiveness |
makes connections with a
high degree of effectiveness |
The teacher observes
participation levels, abilities to focus on task, efforts, and cooperation.
Students will be asked to demonstrate an understanding of the design problem by
restating it clearly and describing the solution. Students will be expected to
demonstrate knowledge of the environmental and social effects of different
housing conditions, and to show how lives are influenced by housing options.
Students should also be able to describe environmental, ecological, and social
considerations relating to housing technologies.
Students evaluate the
solution, relating it to the individual design criteria and suggesting
appropriate design modifications. Students will be required to demonstrate the
correct use of the 1:50 scale to determine room sizes.
Students identify and
demonstrate acceptable use guidelines for software and computer use. Students
will be assessed on their safe handling of computer hardware and software.
Students will be required to
complete a drawing of a room to the correct size, using an appropriate
selection of AutoCAD commands to create a professional drawing. All corners
should meet exactly and windows and doors should be placed correctly. Students
will be asked to demonstrate their ability to insert ready-made blocks of
furniture, for example, and move and rotate them into position. Students'
abilities to add correct borders and title blocks to drawings and print
drawings to correct scale could also be assessed.
Students may be asked to
describe how to create an assembly drawing from several files and how to use
AutoCAD to share information from one file to another. The teacher could assess
students' abilities to use both AutoCAD or other CAD software and word
processing programs to communicate and describe design and research ideas and
to document the design process.
Resources
Internet references to Moshe
Safde, Montreal, McGill, ancient South West Native cultures;
Books - Encyclopaedia;
Common drafting books -
Stirling or Berman recommended; AutoCAD reference manuals and tutorials;
Choosing a House Design - published by Central
Mortgage and Housing, provides good room sizes, arrangement, and spacing
requirements.
http://www.cadsoftware.com/
http://www.clr.toronto.edu:1080:1080/VIRTUALLIB/ARCH/org.html
http://www.greatbuildings.com/buildings/Habitat_'67.html
Activity
#5: Computer Game
Activity
Time: 300 minutes
Description
Students demonstrate
knowledge of computer hardware components and their associated functions by
designing and creating a board game based on the operation of the computer.
Students learn how to communicate knowledge of computer operations by analyzing
computer systems and applying key concepts to game design. Students produce a
game by utilizing computer graphics, creating hand illustrations, and/or
fabricating associated components. This activity integrates design,
communications, and computer engineering.
Strands and Expectations
Strands: Theory and Foundations, Skills and Processes, Impact and Consequences
Expectations: TFV.01X, TFV.02X, TFS.01X, TFS.03X, TFS.06X, SPV.01X, SPV.03X, SPS.01X,
SPS.03X, SPS.06X, SPS.08X
,ICV.02X , ICS.01X, ICS.02X
Planning Notes
Teachers can use a number of
ways to help students visualize how data flows through a computer system.
Teachers may describe how the input of a character from the keyboard is
converted to binary code, stored in memory to await further work, processed by
the Central Processing Unit (CPU), addressed and sent to the data bus,
converted to a pixel character map, and outputted via the video card to screen
display. Teachers may extend this visualization of computer operation by
comparing the computer and the human brain in the following ways:
computer/brain, input/sense, memory/store, process/think, output/do.
Descriptions of how data is
stored in Random Access Memory (RAM) or magnetic media, how digital gates such
as "AND", "OR", or "NOT" control data flow, and
the role of the CPU in fetching, decoding, and executing instructions can help
students conceive ideas for gaming strategies. It is important to provide students with opportunities to
physically see and handle components of a computer system. Old computers
obtained from parents, board technicians, or local industries may be provided
for students to disassemble. Alternatively, teachers may open computers in the
classroom, without removing parts, to facilitate student observation and
discussion. Comparing advertisements, features, and prices of current computer
models help students develop analytic and evaluation skills, as well as a
knowledge base for making wise computer purchase decisions with their families.
In addition, comparisons with older systems help to illustrate technical
progress.
Commercial board games
should be brought into the classroom for research and analysis. Students should
be made aware of the comparative features of games. Identifying game types such
as those involving the collection of clues to solve mysteries, accumulation of
points to achieve a goal, and competitions to solve puzzles or questions will
help students match game features with computer operations. Students should be
aware of design process components, including identifying needs and criteria,
researching current situations, proposing and analyzing possible solutions,
fabricating prototypes, testing solutions against established criteria, and
preparing analysis for further developments.
During game production,
students should be encouraged to positively highlight Canadian values and
culture, with a focus on Canada's multicultural profile, and provide positive
roles for all persons including those with disabilities.
Prior Knowledge Required
A working knowledge of
computer operations such as word processing, creating graphics, printing and
managing files is required. During the game manufacturing stage, teachers will
emphasize and implement safety procedures pertaining to the use of hand and
power tools for fabrication and repair.
It is expected that students
have some limited knowledge of creating computer graphics. Students with little
or no knowledge in this area may be given the option to hand draw graphics.
This activity derives from
the following specific expectations in the Grades 1 to 8 Science and Technology
Document: By the end of Grade 3,
students will: demonstrate an understanding of the properties of materials that
can be magnetized or charged and how materials are affected by magnets or
static electric charges. By the end of Grade 4, students will: investigate
different ways in which light and sound are produced and transmitted, and
design and make devices that use these forms of energy. By the end of Grade 6, students will:
investigate ways in which electrical energy can be transformed into other forms
of energy (e.g., into light, heat, and sound); identify different types of
switches that are used to control electrical devices (e.g., contact, tilt) and
explain the key differences among them (e.g., differences in design, use). By the end of Grade 7, students will:
demonstrate an understanding of the factors, (e.g. availability of resources)
that must be considered in the designing and making of products that meet a
specified need. By the end of Grade 8,
students will: demonstrate an understanding of the factors that contribute to
the efficient operation of mechanisms and systems; demonstrate understanding of
the factors that can affect the manufacturing of product, including the needs
of the consumer.
Teaching/Learning Strategies
This activity uses a variety
of experiential learning strategies, including hands-on fabricating, problem
solving design procedures, communicating ideas through graphic design,
presenting completed work, writing technical reports, and group designing
activities. Individual work includes report writing and vocabulary research.
Group activities include brainstorming design and dividing fabrication duties.
Final products may be presented within the classroom, or to other classrooms or
community groups. Teachers must review all appropriate safety precautions
before allowing students to use hand and power tools.
Activity Instructions
1. The teacher will describe
the task of designing a board or card game based on the operations and
functions of the computer. Students will research and identify the features and
commonalties of a variety of board and/or card games, including player icons,
control of player movements, methods of chance and skill, and strategies for
winning. Games should be brought into the classroom for analysis.
2. Students will identify
various input and output devices of the personal computer. The teacher
describes the operation of the computer, focusing on input, storage, process,
and output.
3. A personal computer will
be opened for classroom instruction and discussion. The teacher works with
students to identify various components inside a computer and the functions of
these components. These components include: motherboard, Central Processing
Unit (CPU), BIOS Integrated Circuit (IC), memory ICs, keyboard and mouse ports,
the data/address bus, expansion slots, video card, serial and parallel ports,
hard drive/floppy controller and drives, CD ROM, sound card, modem or network
card, and power supply. The teacher and students compare features and pricing
of computers by analysing current advertisements.
4. The teacher describes the
roles of the operating system and application software, and data types such as
numbers, text, formatted text, and graphics. Students should be encouraged to
discuss personal stories of computer viruses, crashes, and
"glitches". The teacher may prepare a vocabulary list of components
and functions from class discussions. Alternatively, the teacher may conduct a
vocabulary test.
5. Organized in groups,
students form companies or teams to design board games based on their research.
Students brainstorm key concepts, produce sketches, and write proposals for
teacher approval. Alternatively, students may sell or promote their ideas to
the teacher and/or class.
6. As teams create games,
students combine hand illustrations and computer graphics to produce game graphics
and packaging; work with workshop tools to fabricate player pieces, boards and
associated materials; use word processors to compose instructions and/or
advertising materials. The teacher discusses safety issues and explains cleanup
tasks before students begin working with tools.
7. Teams exchange completed
games for play. Alternatively, teams present their games to the class or other
groups to analyse the quality of finished products and assess how effective
they are. These analysis sessions will be used to critique products and suggest
improvements in performance and marketability. Students then word process a
final report document, outlining the design process and analysis of the end
product and optionally including pictures and graphics of their work.
Assessment/Evaluation Techniques
|
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
Understanding of concepts TFV 01X |
demonstrates limited
understanding of computer concepts |
demonstrates some
understanding of computer concepts |
demonstrates considerable
understanding of computer concepts |
demonstrates thorough and
insightful understanding of computer concepts |
|
Thinking/Inquiry TFS 01X TFS 06X |
uses thinking skills to
identify and solve problems with limited effectiveness |
uses thinking skills to
identify and solve problems with moderate effectiveness |
uses thinking skills to
identify and solve problems with considerable effectiveness |
uses thinking skills to
identify and solve problems with a high degree of effectiveness |
|
Application of
Inquiry/design TFS 03X SPV 03X SPS 01X |
applies few skills and
strategies of an inquiry/design process |
applies some of the skill
and strategies of an inquiry/design process |
applies most of the skills
and strategies of an inquiry/design process |
applies all or almost all
of the skills and strategies of an inquiry/design process |
|
Communication of
Information TFV 02X TFS 03X ICV 02X SPS 03X SPS 06X |
communicates information
with limited clarity |
communicates information
with moderate clarity |
communicates information
with considerable clarity |
communicates information
with a high degree of clarity |
|
application of equipment,
procedures and technology SPS 08X ICS 02X ICS 01X |
uses procedures, equipment
and technology safely and correctly only with supervision |
uses procedures, equipment
and technology safely and correctly with some supervision |
uses procedures, equipment
and technology safely and correctly |
demonstrates and promotes
the safe and correct use of procedures, equipment and technology |
Accommodations
This activity can be adapted
by varying the extent of research required, depth of detail in computer concepts
covered, and quantity of restrictions in game types allowed. Teachers may opt
to provide more guidance in the area of game design. As an enrichment activity
or extension, alternative projects may include the design of a miniature golf
course. Specifically, student teams design and fabricate one of nine golf
course holes representing the data path within PCs. Students may also program
games on computers using programming languages such as Visual Basic.
Resources
Resources required for this
activity include computers that can be opened to examine components, and
informational resources for computer terminology and system design, such as
libraries, Internet sources, and teaching packages. Other resources include
commercial board games, computer graphic software, word processing software,
fabrication tools for (but not limited to) wood, plastics, and cardboard.
A free kit, The Journey
Inside, is available by calling 1-800-346-3029, or by visiting the following
web site: http://www.intel.com/education/journey/index.htm
Vocabulary resources are
located at the following web sites: -
http://www.howstuffworks.com -
http://www.iserv.net/~alexx/glossary.htm (Giant Glossary of Electronic
Terminology) -
http://www.pcwebopedia.com/ (PC Webopedia)
As well, books and
encyclopedia references are available in local libraries.