OVERVIEW: Apply mathematical concepts while learning basic VRML programming

AUTHOR(S): Melissa Hissem

VITAL INFORMATION

Subjects:

Technology

Unit and Topic:

Unit: Gamers’ Paradise: Video Gaming Across the Curriculum

Topic: Basic VRML programming

 

Grade/Level:

9-12

Time Allotment:

1.5 hours

Pre-Requisite Skills:

Basic geometry concepts (taught during the previous session)

Objective(s):

Students will be able to create three-dimensional cones, cylinders, and spheres using a computer programming language.

Students will be able to manipulate computer-generated cones, cylinders, and spheres by altering programming code.

Students will be able to identify the relationship between geometry concepts and computer programming.

 

Summary:

Students will create three shapes (cones, cylinders and spheres) using VRML.

 

Students will first learn the basic programming skills necessary to create these shapes (including how to open TextPad and how to view their progress). They will then learn how to use geometry concepts to manipulate the size of the shapes (radius, height, etc.). Students will be asked to apply what they have learned to create and alter specific shapes. A discussion about IT careers, video game development, and computer programming will be incorporated into the lesson.

PREPARATION

 

Instructional Materials

Handout 1: VRML handout and corresponding PowerPoint

Handout 2: Code for first shape

Handout 3: Code for all three shapes

Handout 4: Assignment

 

Resources:

Computers (1 per student)

Computer/projector/screen (1 total)

Copier

 

Technology resources:

Textpad

VRML Tools

PowerPoint (on teacher computer)

IMPLEMENTATION

 

Introduction/Motivation:

Refer back to the video game and tell students they will get a taste of what video game programmers do.

Students will experience hands-on computer programming.

 

Learning Context :

  • This lesson gives students a chance to apply mathematical skills
  • Computer skills are necessary both at school and in the workplace
  • This relates back to the overall theme of video game development
  • Students will transition from programming to writing/literacy/story development

 

Procedure:

 

  • Introduce students to programming and explain that programming is an integral part of video game development AND a way to apply mathematical skills, including those they just learned
  • Introduce VRML and show example (PowerPoint)
  • Explain objective: Students will not create video games; they WILL learn how to create basic geometric shapes and learn how to adjust the size and color of these shapes (PowerPoint)
  • Using a handout and PowerPoint presentation, walk students through a basic program (sphere, cylinder, and cone at different locations on the screen). Give students the code for the first shape, then give them an opportunity to figure out how to create the other two shapes on their own (Handouts 2 and 3)
  • Give students their assignment: Change the size and color of the three shapes they have created (Handout 4)
  • Emphasize how important details are in programming; for example, one misspelled word will cause the program not to work
  • Transition to English segment of the unit

 

 

Differentiated Instruction:

Information will be presented both verbally and visually. Students will have the opportunity to help each other.

Sample Student Products:

 

Collaboration:

Students will have the ability to collaborate with each other.

Author's Comments & Reflections:

  • Although boxes (cubes) were not incorporated into this lesson (time constraints), they could certainly be added.
  • Some students will finish the activities very quickly. Try to engage these students while they are waiting for the others to finish (e.g., teach them how to use the color picker, review what they have already learned, etc.)

 

STANDARDS & ASSESSMENTS

 

Standards

WV CONTENT STANDARDS AND OBJECTIVES:

21st Century Learning Skills and Technology Tools Content Standards and Objectives for West Virginia Schools

Grades 9-12

Standard 1: Information and Communication Skills (21C.S.9-12.1)

The student will access, analyze, manage, integrate, evaluate, and create information in a variety of forms using appropriate technology skills and communicate that information in an appropriate oral, written, or multimedia format:

 

TECHNOLOGY TOOLS OBJECTIVE:

21C.O.9-12.1.TT4

Student uses audio, video, pictures, clip art, moviemaker programs, webpage design software, electronic documents and other files to collaborate for the creation of electronic products that inform multiple audiences both inside and outside the school environment.

Standard 2: Thinking and Reasoning Skills (21.C.S.9-12.2)

The student will demonstrate the ability to explore and develop new ideas, to intentionally apply sound reasoning processes and to frame, analyze and solve complex problems using appropriate technology tools:

 

LEARNING SKILLS OBJECTIVES:

21C.O.9-12.2.LS1

Student engages in a critical thinking process that supports synthesis and conducts evaluation using complex criteria.

21C.O.9-12.2.LS4

Student visualizes the connection between seemingly unrelated ideas and independently produces solutions that are fresh, unique, original and well developed. Student shows capacity for originality, concentration, commitment to completion, and persistence to develop unique and cogent products.

 

USA - 21ST CENTURY LEARNING SKILLS & ICT LITERACY:

Learning and Innovation Skills

Creativity and Innovation:

Demonstrating originality and inventiveness in work

Critical Thinking and Problem Solving:

Exercising sound reasoning and understanding

 

NATIONAL STANDARDS

NT.K-12.2 Social, Ethical and Human Issues:

Students develop positive attitudes toward technology uses that support lifelong learning, collaboration, personal pursuits, and productivity.

NT.K-12. Technology Productivity Tools:

Students use technology tools to enhance learning, increase productivity, and promote creativity.

 

Assessment/Rubrics

Observation and questioning throughout the lesson to ensure that the students understand the material and can complete the assignment. Observation will focus on the following:

n  Students understand the connections between programming, geometry, and video game development

n  Students understand how VRML code determines the size and color of the shapes you create

n  Students can create new shapes by making minor adjustments to the code they have just typed

n  Students can change the size and color of their shapes by making minor adjustments to the their code

n  Students understand the importance of details and exactness in programming