Teaching Teach Me Digital Media
Pasha Souvorin
Background
The Teach Me Digital Media learning program has three parts: a
classroom where all learning and teaching takes place, a series of rubrics that
enable students to monitor their own progress through the projects, and a
website where students access learning modules that teach them the particular
steps of each project. The learning modules are designed to teach only the
basics of how to use the software. This allows the teacher to coach and mentor individual
students as they work through the tutorials. Since the tutorials are web
enabled they could be accessed from home, but regular interaction between the
students, peers, and the teacher are interwoven into every step of these
projects. Digital Media Production and Design is usually an elective in the
high school curriculum. It sometimes counts as Technical Education or as Fine
Arts. There will eventually be tutorials for fourteen different digital media
courses in this website, but currently only the ÒIntro to Digital MediaÓ class
is complete.
When all the tutorials are complete the Teach Me Digital Media program will
allow students to earn credit at their own pace, and to take any digital media
course at any time they are ready for it. Different students in the classroom
could, therefore, take different classes at the same time. Students could also
earn credit for a course whenever they finish it, and begin another class at
any time. Since ÒIntroduction to Digital MediaÓ is the only complete course at
this time this teaching guide is written for this class only. Several other
courses in the website are in various stages of completion, with the portfolio
class being the closest to ready. Rubrics are also in place for almost every advanced
course, so a teacher who has prior knowledge could offer these advanced courses
now. The Teach Me Digital Media website will eventually have complete
instructional modules for the following Digital Media courses: 2D Animation,
Advanced 2D Animation, 3D Environments, 3D Animation, Interactive Media,
Advanced Interactive Media, Video Production 1-6, and Portfolio.
The teacher for this program should be a content area specialist in
Digital Media, but this is not essential. It is more important that the teacher
be prepared to act as a coach and mentor, and to understand the principles of
visual design and communication. Nobody can master every aspect of every piece
of software. Instead teachers implementing the Teach Me Digital Media program
should help students learn to become self-actualized learners by using
resources such as peers, books, content area experts, online learning
communities, and online tutorials. The teacherÕs role will be to create the learning
environment and to set the classroom tone. Some teachers might not be used to
this primary role of mentorship. This
lesson plan and teaching guide is written to help teachers understand what a
Social Constructivist classroom environment is, and how to create one so their
students can successfully learn from the Teach Me Digital Media program.
Problem Statement
The primary instructional problem the Teach Me Digital Media program is
designed to solve is how to teach digital media production and design in the
information age. Students today want to learn to create digital photos,
animations, 3D projects, and videos. Because of their widely varying computer
skills and prior knowledge it is grossly inefficient for a teacher to stand in
front of a class of these learners and teach everyone at the same pace and the
same time. TodayÕs learners are also ready for a flexible, student centered
classroom environment where each student can learn at his or her own pace. This
classroom environment should allow students to create hands-on projects so that
they can scaffold their way up through the intellectual skills of identifying,
classifying, rule using, and problem solving. Students today are used to
looking up any fact they need any time they need it on the Internet. They are
ready to be responsible for teaching themselves, or at least they think they
are. Social Constructivist theory explains that learning is more efficient and
rapid in a social context. True learning--experiences that lead to new ways of thinking
and permanent memories-- must, in fact, occur when learners interact with each
other and with more knowledgeable others in the course of solving complex
problems. The companies that wish to hire graphic artists know this, and real
life demands it.
The rapid changes brought about by the Information Age are changing
learning, but have not changed the need for teachers. TodayÕs learners need a
teacher to guide them through this sea of on-demand learning, but that teacher
must play some new roles in the classroom. The secondary instructional problem
the Teach Me Digital Media program is intended to solve is how to prepare a
teacher to be a guide, coach, mentor, content area expert, consultant, project
manager, timekeeper, boss, and executive producer. This lesson plan is intended
to help a teacher successfully implement the Teach Me Digital Media program within
a Social Constructivist classroom.
Target Audience
Identified
The Teach Me Digital Media program is intended for all high school
students. Potential learners should have basic computer skills. Some of the
Digital Media software is quite complex, and has a much higher learning curve
than typical computer applications such as word processors or web browsers. The
tutorials in the website are intended for beginners, but students should be
willing to challenge themselves with learning a diversity of complex software. The
target audience for this program should also be able to work independently. The
Teach Me Digital Media program is largely self-directed, so potential learners
have to be able to set their own goals and keep to a given schedule. Any high
school student with basic computer skills and a desire to learn how to create
computer graphics should be able to perform the tasks necessary for the Phoenix
Digital Media program. Potential learners also need to be able to read and
write English at the sixth-grade level. Other demographics such as age level,
prior knowledge, and educational achievement should have no impact in a
studentÕs ability to learn from the Teach Me Digital Media program. The website
and learning modules have closed captioning for the hearing impaired. Graphic
design is an inherently visual medium, though, so blind students cannot use the
Teach Me Digital Media program.
Instructional/
Learning Model Specified
The Teach Me Digital Media website and rubrics primarily follow Motivation
Learning Theory, and the classroom environment should follow Social
Constructivist principles.
Explanation of
Instructional/ Learning Model
Both Bandura and ShunkÕs and AldermanÕs research into Motivation Theory
found that short term goals, (such as learning how to use the bone tool in
Flash) can act as stepping stones towards long term goals (such as learning how
to create a great animation). Mastery goals tend to help students focus on what
they want to achieve in a more positive way than performance goals. Mastery
goals are internal, and involve setting a goal for a kind of skill you want to
have. Performance goals are externally measured, such as ÒI want to get a good
grade in the class.Ó According to Ames, mastery goals lead to better learning outcomes
than performance goals.
Bandura describes the power of self-efficacy to improve performance.
Self-efficacy is the belief in oneÕs own ability to accomplish something. He
notes that self-efficacy is affected by mastery experiences (achieving personal
success at something), vicarious experiences (observing someone elseÕs
success), verbal persuasion (receiving encouraging feedback), and physiological
state (being nervous or excited).
Pintrich and Schunk describe how attribution can affect motivation. If
students attribute their success to an external source that they have no
control over (such as luck) than they are less likely to be motivated. Internal
attributions (such as studying hard) produce more positive motivation.
Zimmerman describes self-regulating learners who take responsibility
for their own learning as having internal volition. These students have gained
volition because they can visualize a possible version of themselves that will
be more knowledgeable in the future. This makes them responsible for their own
learning, which is the most self-actualized kind of learner.
Social Constructivism focuses on how social interactions improve
learning. On a theoretical level it can be argued that meaning (and therefore
learning) can only be created through social interaction. In a classroom,
however, we can focus on how peer-to-peer and student-to-teacher interactions
impact learning. If students work together and see each other as noncompetitive
members of a team then they can gain a sense of their own intersubjectivity. This
means an exploration of shared meaning between two or more people, and it leads
to learning that can last as long term memory. Once this level of trust is
built up in the classroom then students feel empowered to gain additional
shared knowledge. The teacher (or even other students) can then take on the
role of a More Knowledgeable Other. This phrase refers to anyone who already
knows something that a learner wants to know and is able to provide a scaffold
to assist the learner with gaining that knowledge. The Teach Me Digital Media classroom
should use Social Constructivist Learning Theory to create a classroom
environment in which meaningful learning is most likely to occur. The rubrics
and website rely heavily on Motivation Theory to inspire students to want to
learn in this environment.
Relationship of
Instructional/Learning Model to Specific Problem
TodayÕs learners arenÕt interested in traditional, teacher-led
instruction because that doesnÕt give them ownership
over their own learning. For their entire lives the primary message of all
media, from television commercials to GoogleÕs search bar, has been telling
them that they can have whatever they want whenever they want it. A discussion
of materialism isnÕt relevant here, but the general idea that learning should
occur on demand is. Students donÕt want to wait for the teacher to get around
to telling them the details. They want (and need) to figure it out for themselves.
Figuring it out for themselves, of course, means giving them meaningful projects to work on. They
also want to do this in a social context. The primary message of the social
media that these teenagers are immersed in is that we are all in this together. Social networking sites provide
frequent feedback among social groups, and constantly remind people of how we
are interlinked. If students can get help for a particular step from one of
their peers instead of from a teacher than this is empowering for them. And
when you give students meaningful projects to work on, ownership over their own
learning, and a learning environment that lets them know weÕre all in this
together, then Motivation Theory coupled with Social Constructivism provide the
road map for how to do it.
Motivation Theory begins with the premise that students who set their
own internal, mastery-oriented goals are more likely to succeed in both
education and in life. It also assumes that every learner wants to advance up
the pyramid of MaslowÕs hierarchy of needs, and that motivation can provide the
ladder to climb that peak. As students progress through the motivation process
they learn self-efficacy, internal attribution, volition, and finally the goal
of all education: self-regulation.
The rubrics in the Teach Me Digital Media website are designed to
follow Motivation Theory. Students begin each project by studying examples of
excellent projects in the website that have been created by earlier students.
Learners then open the rubric, which invites them to analyze these samples as
models. They state what they admire about each model. This step helps improve
self-efficacy by providing peer models through which students might see
positive possible selves. The next step on the rubric is to describe personal goals for the project. This
invites students to challenge themselves, and gives them a sense of control
over their own learning. Challenge and control are both methods of improving
intrinsic motivation according to Lepper and Hodell. Most projects also include
one to three project goals that the
students canÕt change. These goals insure that each student learns the entire
curriculum by creating projects that meet the course objectives. Once their
goals are set students request feedback from the teacher, and the teacher types
that feedback directly into the rubric. This step ensures that teachers and
students touch base before each project, and gives the teacher an opportunity
to discuss each studentÕs goals. Many amateur learners donÕt set reasonable
goals for themselves, and this is a critical place to get professional feedback
on those goals.
At this point the student is ready to learn how to do the project, and
thatÕs where the tutorials and demonstrations in the website come in. In the
tutorials the teacher talks to the students as if they are fellow experts and
refers them often to their own goals. This is intended to help improve volition
and self-regulation on the part of the students. The website also includes
basic instructions for students with prior knowledge, with embedded links to more
detailed instructions for students who need extra help. This bi-level
instructional design is also intended to increase volition and self-regulation.
While students are working on projects the teacher should move around the room
and engage learners in individual conversations about their work. The teacher
should guide learners (instead of showing them), and should set a positive tone
and high expectations. ItÕs also helpful for the teacher to engage multiple
students at once. Some students will want to get into their own personal ÒflowÓ
while working by putting on their headphones and listening to their own music.
This could be acceptable to some teachers, but others may prefer to play music
(especially Jazz or Classical) for everyone to hear at once. This reinforces
the sense of community and shared instructional space that is essential for
Social Constructivism. Students and the teacher should constantly be engaged in
giving each other feedback on their work, and this is impossible if students
are locked in their private MP3 player universe.
Once a rough draft of each project is complete, the students return to
the rubric for more written feedback. This time the rubric asks them to solicit
feedback from both a peer and the teacher. Based on that social assistance, the
rubric encourages them to further improve the project before beginning the
assessment stage. This final step is intended to help students with
self-efficacy.
One of the most powerfully motivating things the rubric does is
allowing the students to self-assess their grades. Before assigning themselves
a number grade, they reflect on the process by answering a series of specific
questions. Then they look at their original goals (and modify them if
necessary). Finally, they assign themselves a number grade for how well they
achieved each personal goal and project goal. Zimmerman and Martinez-Pons
describe how students can work their way towards self-regulation by through
self-instruction, self-monitoring, self-evaluation, and self-consequences.
Statement of
Lesson Plan objectives
Intro to
Digital Media is the prerequisite for all advanced digital media classes
(except by instructor approval). Students will create a variety of digital
media projects. Each project in this course is intended to show students the
kinds of things they would learn in one of the advanced digital media
sequences. One project is digital photography, one is video production, one is
a photo essay, one is 3D design, and one is 2D animation. After these projects
students will create a DVD portfolio to showcase their work. After completion
of this class students will be prepared for any advanced digital media course
sequence. There are no prerequisites for this course. Students will have the
opportunity to submit their finished projects to competitions and film
festivals to compete for awards and scholarships.
|
Digital
Media Projects |
|
|
generate finished digital photographs by
using appropriate skills in shooting, editing, and publishing digital
photography |
|
|
|
demonstrate appropriate digital
photographic shooting techniques, including following the rule of thirds and
picking an appropriate point of view |
|
|
demonstrate digital photographic editing
skills including basic use of the crop, levels, exposure, and vibrance tools
to produce professionally edited images |
|
|
demonstrate appropriate techniques for
exporting digital photographs in formats for video, print, or web delivery |
|
generate a 3D project that demonstrates
basic knowledge of 3D spatial composition |
|
|
|
demonstrate proper use of basic 3D tools
to create objects and materials |
|
|
demonstrate rendering of a 3D project
from a point of view that creates depth and follows the rule of thirds |
|
generate a short video that tells a story
or develops an idea |
|
|
|
execute setting up a 3 point light system
that includes key, back, and fill lights |
|
|
identify video subjects that are
appropriate for a school environment |
|
|
demonstrate basic operation of a digital
video camera |
|
|
demonstrate proper use of non-linear
video editing software to create a short video by arranging edited clips in a
logical sequence, adding appropriate transitions, adding appropriate titles,
adding appropriate music and sound effects, and exporting a finished movie |
|
generate a 2D animation that tells a
story |
|
|
|
demonstrate use of frames and keyframes
to control the timing of an animation project |
|
|
demonstrate the creation of symbols that
can be re-used in a project |
|
|
demonstrate looping animations, such as
the walk cycle |
|
Analysis,
Career Application, and Portfolio |
|
|
generate a written critical analysis of a
digital media project that includes the elements of art, the principles of
design, and an interpretation |
|
|
|
identify the media and subject matter
used in a given project |
|
|
classify the lines, shapes, forms,
textures, positive and negative spaces, color scheme, and values used in a
given project utilizing given definitions |
|
|
identify how repetition, contrast,
movement, rhythm, emphasis, balance, and unity are used in a given project
utilizing given definitions |
|
|
generate a written interpretation of the
mood and meaning of a piece, given written definitions of mood and meaning |
|
generate a viable career plan |
|
|
|
identify a relevant career in digital
media production and research it |
|
|
identify a college that offers a degree
in that field and research that program |
|
generate a portfolio that showcases
student work at the end of the course |
|
|
|
generate a multimedia portfolio of the
studentÕs best work |
|
|
demonstrate presentation skills by
exhibiting the portfolio in a class setting |
|
|
summarize studentÕs major decisions in
the production process |
|
|
identify the interpretation student hopes
the viewer will experience |
|
interact within a classroom environment
in which the students and the teacher will assume the roles appropriate to
employees of a small design studio |
|
|
|
demonstrate appropriate research skills
to solve problems independently |
|
|
choose to ask for help in such a way that
it continually improves studentÕs own self learning |
|
|
choose to mentor other designers in a
manner that supports their learning |
|
|
demonstrate collaborative skills on group
projects as appropriate |
|
|
identify relevant ethical issues in the
industry |
|
|
identify copyright issues in the industry |
Details of Lesson
Plan
The website has all of the instructions,
tutorials, relevant handouts, and rubrics for all of the projects. Since this
class is student-driven, there are no explicit lesson plans for a teacher to
follow. The students are each following their own course. The role of the
teacher is to create the Social Constructivist learning environment. The
primary teacher roles are giving each student feedback regularly and providing
the scaffolding necessary to help students work toward becoming self-regulated
learners. Following are some of the ways teachers can help students become
self-regulated:
á
guide students toward setting
positive, achievable goals for each project
á
mentor individual students who
seem to need help
á
coach students through tough
sections of the tutorials
á
answer questions
á
clarify instructions, guide
students toward relevant lessons on the website, and assist students with
solving problems
á
if students are not engaging
with the directions on the website the teacher should guide them toward the
relevant directions—some students will try to Òfigure it out themselves,Ó
and this is usually an ineffective strategy
á
counsel students about fair use
of copyrighted material, and encourage creativity instead of copying
á
ask questions such as Òcan I see
your storyboardÓ or Òlet me see where you are on your rubricÓ to remind them of
the importance of these steps within the tutorials
á
guide students toward choosing
appropriate grades—the teacher should be the ultimate arbiter of grades,
and should not accept inappropriate grades from a student
á
help students choose appropriate
grades by reading the rubric with them and explaining the language on the
rubric
á
give feedback on the quality of
student work, point out positive and negative aspects of the projects as they
take shape
á
keep students on track by
reminding them of recommended times for each project and giving regular
progress reports
á
encourage self-management and
self-monitoring, but scaffold support for those skills so that students can
gradually gain self-efficacy
á
remind students of contests and
festivals (listed in the website) and encourage them to think of a larger
audience for their work
á
recognize and celebrate
excellent work
á
help students see mistakes as a
regular part of project based learning, and encourage a tolerance for failure
á
allow students to go back and
improve projects after initially turning them in
In addition, teachers should be prepared to
do all of the following to maintain a Social Constructivist learning
environment:
á
discourage personal music, but
offer appropriate music for the whole class (at the teacherÕs discretion)
á
encourage students to post
drafts on social networking sites to get feedback from other peers (at the
teacherÕs discretion), but discourage random web surfing or texting that have
no relation to digital media
á
set a positive, respectful tone
in the classroom
á
encourage positive, purposeful
peer feedback
á
encourage students to engage in
a fantasy wherein the classroom is the design department of a company that has
hired them to do graphic design
á
monitor peer feedback, and
discourage feedback in which a peer simply does the work for another student or
distracts a student from doing his or her own work
á
encourage students to attribute
their success to internal causes, such as hard work, commitment, reflection, or
creativity
á
if advanced digital media
students are in the same room as intro students, encourage them to act as
positive possible selves for the beginning students
á
encourage advanced students to
take partial responsibility for maintaining the classroom environment
á
keep classroom discussions
focused on creating digital media projects
The following handouts are on the website and available any time
students (or the teacher) need them:
á
Syllabus
á
Pre-survey
á
Post-survey
á
Media
Permission Form
á
Camera Check-out Form
á
Landscape
Rubric
á
3D Object Rubric
á
Video
Project Rubric
á
Animation
Rubric
á
Single
Photograph Rubric
á
Photo Essay Proposal
á
Photo
Essay Rubric
á
Portfolio
Project Rubric
á
Portfolio
Presentation Rubric
á
International Media Festival
First Form
á
International Media Festival About
My Project
á
International Media Festival Copyright
Compliance
Note: Appendix A contains all of the instructions for all of the
projects. This is a reproduction of the same instructions from the website.
The video shoot project needs to be something that can involve the
whole class, and that can be shot in one or two class periods. The footage from
this project will become the raw material for the video editing project later.
Most video projects that students might think of are beyond the scope of the
intro class. Here are some suggested videos:
á interview each
student about their educational goals, history, plans, or interesting stories
á have students
interview each other (but set guidelines so that they understand this is a
school project and the footage will be public)
á have each
students state something about themselves
á interview
students about current events
á provide students
with a simple script and have them act out lines
á stage mock job
interviews
á shoot small
groups of students modeling peer feedback, goal setting, or conflict management
through given scenarios
Each student should work at his or her own pace, but following are
suggested times for each project:
á Video Shoot: 2
hours
á 3D Landscape: 8
hours
á 3D Object: 4
hours
á 2D Animation:
12-16 hours
á Video Editing
Project: 6 hours
á Digital
Photography Shoot: 2 hours
á Photo Editing: 6
hours
á Photo Essay: 4
hours
á Portfolio: 12-16
hours
Evaluation/
Assessment Component for Lesson Plan
Assessment in the Teach Me Digital Media
program is integrated at every level. Students use an interactive PDF document,
called a Òrubric,Ó to set goals, gather feedback, check off steps of the
project, reflect, and then self assess. This is a much larger role than is
traditionally given to a document called a Òrubric.Ó With these documents the
Teach Me Digital Media program tries to formalize the ways in which Motivation Theory
and Social Constructivist Theory should be integrated throughout the course.
Students should keep up with their own
rubric, and continue updating and saving it as they work through a project.
When they finish the project itself the last step is for them to self-assign a
grade and then turn in the project and rubric together. There are directions
for doing this embedded into the rubrics themselves, but different teachers
might want to handle this in different ways. These rubrics could be copied to a
Òturn it inÓ folder on a network drive within a schoolÕs intranet. They could
also be sent as email attachments. Some projects have still images as their
final output, such as the landscape design and single photograph projects.
Students will embed these images directly onto the rubric, and the rubric
includes directions for doing this. The video and animation projects, however,
produce video files as their final output. These files cannot be embedded into
interactive PDF documents in Acrobat CS4, so they present a little more of a
challenge. Acrobat Pro supports a feature called ÒPortfoliosÓ that allows users
to embed multiple documents into one PDF. It might be easier to just ask
students to submit the PDF and the video file as separate documents, however. Teachers
should come up with a system that works in their classroom and explain that
system to students. Since many students will be turning in multiple documents
to the same place it is important that students name those documents according
to a convention that makes it possible for the teacher to keep up with student
work.
Teachers will also need to come up with a
system for finalizing the grades. Some teachers will want students to call them
over when they are finished self-assigning grades, to have an individual
conference on the spot. The advantage of this is that the teacher can more or
less Òsign offÓ on the grade before the student turns it in. It also
personalizes the grading process, validates the studentÕs self assessment and
reflection, and provides an opportunity for critical feedback on this difficult
challenge (students usually arenÕt used to giving their own grades and often
donÕt know how to do it well). This procedure might be impractical in some
classrooms, so some teachers might just want students to turn in the PDF
rubrics for the teacher to look at later. In this case it will be important for
the teacher to come up with a procedure for how to handle inappropriate student
grades. The teacher might call over students for a one-on-one conference, for
instance. In field testing I have found that most inappropriate grades are actually
too low. Many students, especially the ones who set the highest goals for
themselves, give themselves grades that are too low with this system. A key
feature of Motivation Theory is failure tolerance, and highly motivated
students need to learn to give themselves credit for their own success.
Teachers should encourage students to give themselves full credit for what they
have learned and to attribute that success to internal motivation.
The rubrics for each project are embedded in
the website. There are also live links directly to the rubrics here. You will
need Acrobat Professional for the interactive parts to function correctly.
Intro to Digital Media Rubrics
á
Landscape
Project Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_landscape_project_rubric.pdf
á
Single
Photo Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_single_photograph_rubric.pdf
á
Photo
Essay Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_photo_essay_rubric.pdf
á
Video
Editing Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_video_project_rubric.pdf
á
2D
Animation Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_animation_rubric.pdf
á
Portfolio
Rubric: http://dl.dropbox.com/u/3785262/rubrics/idm_portfolio_rubric.pdf
á
Portfolio
Presentation Rubric: http://dl.dropbox.com/u/3785262/rubrics/presentation_rubric.pdf
Advanced Digital
Media Rubrics (for teachers who want to offer these advanced courses in
addition to the intro course)
á
3D Environments: http://dl.dropbox.com/u/3785262/rubrics/3d_environments_rubric.pdf
á
Video Production: http://dl.dropbox.com/u/3785262/rubrics/advanced_video_rubric.pdf
Defense of
Instructional/ Learning model
In addition to Motivation Theory and Social
Constructivism the Teach Me Digital Media program uses a great many concepts
from Project Based Learning, Scaffolding, and Computer Mediated Instruction. Many
other instructional theories could alternatively be used to teach digital media
production and design. Learning By Design would work well in this kind of a
classroom because it assumes students will create artifacts in order to learn a
set of material. Resource Based Learning would also provide a good road map, as
the course could be set up as a series of resources that students could use to
help themselves as they solved a complex problem. Cognitive Apprenticeship
would also be an excellent method of teaching multimedia production by allowing
students to work under the wing of a professional designer.
There are many weaknesses in the Phoenix
Digital Media approach. The most obvious one is that the instructions on the
website are somewhat linear and proscriptive. Students follow a series of
directions (in order) and produce similar categories of projects. It would be more
student-centered if the students came up with their own projects, researched to
see what is possible, created their own assessment instruments, came up with a
list of the skills theyÕd need to create those projects, and then accessed the
website for lessons on those particular skills. If the Teach Me Digital Media
program had an army of programmers behind it then it could walk potential
learners through that process and track their performance while they worked. If
Adobe and Apple would like to give me a grant IÕd be thrilled to hire those
programmers and get to work on it.
Another weakness is that there isnÕt much
collaboration built into the projects. Teachers should allow students to work
together on some projects (the video, animation, and photo essay projects are all
easily adaptable to group work). The video lessons on the website, however, are
not geared to this and viewing them is an inherently solo activity. The video
demonstrations are also long, isolating, and lack interactivity. While there is
a pause button, the Teach Me Digital Media program could do a better job of
making these lessons shorter. In a perfect world each of these video
demonstrations would be laser focused on one specific skill. Then the website
could provide a customized sequence of lessons to each student based on their
individual input and goals. This would allow much greater flexibility and would
allow the whole program to become database driven. Again, IÕd love to take it
to that level by working with programmers to build the database.
Field testing has revealed a few more
problems. The most significant is that most students are not used to being responsible
for their own learning, and have trouble getting started with the program.
Another is that many students donÕt engage
with the video tutorials. They might watch a whole series of tutorials without
practicing any of the skills themselves, and then struggle with the actual
assignment, for instance. Some students also complain that there is too much
reading. Others complain that the videos are too long. Some students also skip
around in the directions, which produces gaps in their understanding of the
software. Many also donÕt think that they need the tutorials and try to go it
alone with limited success. Finally, it is too easy for the teacher and
students to disengage from the Social Constructivism component, and simply skip
all the opportunities for feedback. In such a case the room might seem quiet
and orderly, but that is usually a mask that hides the incomplete learning that
is going on.
Appendix A: Detailed Project Directions
These are the instructions that students
will encounter on the website. Teachers should be familiar with these
instructions. On the website these instructions have embedded links that lead
to detailed lessons on each topic. The links are optional for the students, but
are highly encouraged. Many students think that they donÕt need the detailed
directions, but it is usually the case that they do. The detailed directions
are not reproduced in this teaching guide. Also, the blue links in this
Microsoft Word document will not work—only on the website.
Video Shoot
Set up the Studio
Interview Skills
Using a Basic Digital Video Camera
Shoot the video
3D Landscape Project
Assignment: create a landscape that
follows the rule of thirds; shows depth through fore, middle, and background;
has a point of view that invites the viewer into the landscape; is believable;
does not have any visible design flaws, shows an awareness of the elements of
art; and shows an awareness of the principles of design.
Camera Controls
Terrain Editor
Edit Tools
Adding Materials
Sky and Fog
Bryce Workflow and Advice
Bryce tips and shortcuts (you might just remember these are here for
reference when you need them)
Bryce Advanced Techniques
Finish and Grade
3D Object Project
You are going to make a 3D object. It
should be a simple attempt to reproduce a 3D object using Bryce. The minimum
number of parts is 12. For an A you should also use positive and negative
objects at least once.
Now you can view the rubric to get started. On the rubric
you will need to create your goals before you can begin the actual project.
Basic 3D Workflow
Positives and
Negatives
Advanced Bryce
Workflow: A skyscraper
Working with
Lights in Bryce
Advanced Bryce
Techniques
Finish and Grade
2D Animation Project
Get Rubric
Assignment: storyboard and create a 2D animation.
The animation should be anywhere from 2 to 20 seconds long. It should start by
introducing a character, then should introduce a conflict or series of
conflicts that rise to a climax or conclusion. The animation must have a main
character with a motivation, at least one symbol, and at least one tween.
Draw Main Character
Draw Other Characters and Props
Draw Background(s)
Preparing to Animate
Animation Stage 1: Motion Tweens
The Fun Part: It All Comes Together
Stage 2: Animate Them Bones
Stage 3: Keyframe Events
Stage 4: Repeating Cycles
A repeating cycle is a short animation that repeats
over and over. Examples include a wheel that turns constantly, a walking or
running person that repeats this "walk cycle," or a bird that flaps
it's wings over and over. If you want to use one of these repeating cycles then
follow these steps. They are optional.
Add Sound As Necessary
Video Editing Project
Video Project Assignment: Edit a video that tells a
story. Before editing you're going to identify your intended target audience,
mood, pacing, and meaning. The finished video must include a title, credits,
and music. Start by watching a few of these sample videos to get an idea what
the project will look like when it's finished.
Now you can View the rubric to get started. On the rubric
you will need to create your goals before you can begin the actual project.
Get your project ready
Trim your clips
Decide on movie order
Add Titles
Add Music
Adjust Audio
Add Transitions
optional: Add special effects
Finish your movie and turn it in
Photo Editing Project
Photography Assignment: shoot and edit a good
photograph. The photo should have a good composition, should have depth, should
have a proper point of view on it's subject, and should be carefully edited
using Photoshop or equivalent photo editing software. You should be able to
identify the subject, your intended effect on the audience, and your intended
mood. Start by looking at some of the terrific photos that other students have
made in the past. Note that none of these were taken on the campus of Phoenix
High School.
You can view the project rubric if you'd like to. Or
you can go ahead and get started. Note: if you already know how to shoot and
edit photos you may bypass this assignment. Just go to the rubric and follow
the directions to turn in a photo you've already edited.
Simple Tricks for Getting Great Shots out of PAS Cameras
How to Manage Files in Digital Photography
Editing Photos With the CLEV Method
Editing Masks on Your Adjustment Layers
Portfolio Project
You
are going to make a portfolio DVD containing all the best work you did this
semester. The DVD will start with a menu containing a your portfolio title and
four buttons. Each of the buttons will play a video containing one of your
projects. The first three videos will be your animation, your video project,
and your photo essay. The fourth button will play a new movie you are going to
make showing off your best still pictures. The DVD will also contain a backup
of all your work from this class. When you finish the DVD you're also going to
present highlights from it to the class. You'll be able to write some cue cards
to help you talk about what you show.
Now you can view the rubric to get started. On the rubric
you will need to create your goals before you can begin the actual project.
Get Ready
Make Your DVD Menu
Prepare Your DVD Media
Part 1: Animation Project
Part 2: Video Project
Part 3: Photo Essay
Prepare Your Best Stills
Make Your Best Stills Movie
Make Your DVD in Adobe Encore
Finalize Your Portfolio
Output Your Portfolio
Output Your Portfolio