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OVERVIEW: Apply mathematical concepts while
learning basic VRML programming |
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AUTHOR(S): Melissa Hissem |
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VITAL INFORMATION |
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Subjects: |
Technology |
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Unit and Topic: |
Unit: Gamers’
Paradise: Video Gaming Across the Curriculum Topic: Basic
VRML programming |
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Grade/Level: |
9-12 |
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Time Allotment: |
1.5 hours |
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Pre-Requisite Skills: |
Basic
geometry concepts (taught during the previous session) |
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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. |
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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. |
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PREPARATION |
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Instructional Materials |
Handout 1: VRML handout and corresponding PowerPoint Handout 2: Code for first shape Handout 3: Code for all three shapes |
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Resources: |
Computers
(1 per student) Computer/projector/screen
(1 total) Copier Technology resources: Textpad VRML Tools PowerPoint
(on teacher computer) |
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IMPLEMENTATION |
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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. |
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Learning Context : |
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Procedure: |
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Differentiated Instruction: |
Information
will be presented both verbally and visually. Students will have the
opportunity to help each other. |
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Sample Student Products: |
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Collaboration: |
Students
will have the ability to collaborate with each other. |
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Author's Comments & Reflections:
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STANDARDS & ASSESSMENTS |
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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. |
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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 |