OVERVIEW: Using an amusement park theme and VRML to create a component of an amusement park ride.

AUTHOR(S): Keyoung Gill and Karen Propst

VITAL INFORMATION

Subjects:

Business, Vocational, Technology

Grade/Level:

9-12

Time Required:

Résumé Section: 2 50-minute class periods; VRML Section 4-5 50-minute class periods

 

Objective(s):

The students will be able to:

  • Create basic VRML (Virtual Reality Modeling Language) shapes.
  • Use basic VRML shapes to create a complex structure.
  • Use TextPad as a VRML editor.
  • Use Cortona as a VRML viewer.
  • Make corrections to their project by evaluating errors.
  • Create a finished working product combining basic VRML shapes.
  • Show flexibility, adaptability, and problem solving by replacing one finished working component of a VRML scene with another finished working component.
  • Create a personal résumé to assist in applying for jobs in the future.
  • Be knowledgeable in what potential employers are looking for in an employee.
  • Determine areas of career interest.

Summary:

Students will research employment eligibility for minors in summer jobs of interest at various theme parks and/or resorts. They will create a personal résumé for one of the positions.  After completing their résumé, the students will be assigned the job of creative services technician in the Technical Services Department of Kings Island.  Students will then use VRML to create a rollercoaster car for the upcoming theme park public relations videos.

IMPLEMENTATION

 

Learning Activities:

Lesson 1-- Park Your Résumé

Research theme parks using the Internet
Create a personal Résumé for a particular job at a theme park

Lesson 2 --Take A Ride with VRML

Create and modify basic geometry shapes using VRML and Cortona VRML viewer.
Combine shapes to create a car to be input into a VRML rollercoaster file.
Using an amusement park Web site, create a “safe” rollercoaster.

 

Resources and Unit Handouts:

Lesson 1-- Park Your Résumé

Instructional Materials

·         PowerPoint presentation

·         Sample résumé

·         Computer with Microsoft Word and an Internet connection

·         Résumé paper (different colors and quality)

·         Application for Employment for Massanutten Resort, downloaded from the website:  http://www.massresort.com

 

Resources

·         OWL online writing lab through Purdue University--http://owl.english.purdue.edu/workshops/hypertext/RésuméW/

·         An article on References:  The Wall Street Journal, Career Journal, September 17, 2002

·         The Job Hunting Handbook by Harry Dahlstrom

·         Top 10 interview mistakes, CNN.com

·         Top 10 summer jobs, CNN.com

·         Why your résumé annoys employers, CNN.com

·         To research Child Labor Standards Affecting Minors Under 18 in Non-farm Employment:  U.S. Department of Labor/Employment Standards Administration:  http://www.dol.gov/esa/whd/state/nonfarm.htm

·         For class research:

·         www.pki.com (Kings Island)

·         www.sixflags.com (Six Flags)

·         www.disneycareers.com (Disney World)

·         www.idlewild.com/employment (Idlewild Park/Storybook Forest)

·         www.massresort.com (Massanutten Resort)

 

Lesson 2 --Take A Ride with VRML

 

Instructional Materials

  • Text editor (TextPad) and Cortona viewer for creating and viewing VRML
  • Windows XP  PC computer with Internet connection
  • Internet browser:  MSIE, FireFox, any PC compatible browser
  • Storage media
  • Data projector
  • Teacher computer station or laptop for presentation
  • PowerPoint/VRML resource material
  • Student computer station equipped with appropriate software
  • Online or printed samples of VRML projects

Resources

·         VRML 2.0

·         TextPad 4.0

·         VRML Viewer (Cortona)

·         Internet Browser:  MSIE, FireFox, any PC compatible browser

·         PowerPoint/VRML resource material

·         Student computer station equipped with appropriate software

·         21st CENTURY LEARNING SKILLS AND TECHNOLOGY TOOLS CONTENT STANDARDS AND OBJECTIVES FOR WEST VIRGINIA SCHOOLS  (2520.14)

·         TECHNOLOGY CONTENT STANDARDS AND OBJECTIVES FOR WEST VIRGINIA SCHOOLS  (2520.14)

·         National Standards for Teachers:  © 2008 International Society for Technology in Education.  ISTE® is a registered trademark of the International Society for Technology in Education.

·         National Standards for Students:  © 2007 International Society for Technology in Education.  ISTE® is a registered trademark of the International Society for Technology in Education.

·         www.cs.iupui.edu/~aharris/mm/coaster.wrl

·         www.learner.org/interactives/parkphysics/

·         http://www.lighthouse3d.com/vrml/tutorial/script.shtml?script

·         http://arapaho.nsuok.edu/~kingw/vrml/index.htm#TOP

·         CITERA—The EdVenture Group online resource

·         CITERA—Instructors and Facilitators

STANDARDS

WV CONTENT STANDARDS AND OBJECTIVES:

Ninth - Twelfth Grade Technology Standards and Objectives

 

Standard 1:  Basic Operations and Concepts (TEC.S.1)

Students will:

$                      demonstrate a sound understanding of the nature and operation of technology systems; and

$                      demonstrate proficiency in the use of technology.

 

Basic Operations and Concepts Objectives

Students will:

TEC.9-12.1.1        use data input skills appropriate to the task.

TEC.9-12.1.2        demonstrate knowledge and appropriate use of hardware components, software programs, and their connections.

 

Standard 3:  Technology Productivity Tools (TEC.S.3)

Students will:

$                      use technology tools to enhance learning, increase productivity, and promote creativity; and

$                      use productivity tools to collaborate in constructing technology-enhanced models, preparing publications, and producing other creative works.

 

Technology Productivity Tools Objectives

Students will:

TEC.9-12.3.2        select and use appropriate technology tools to efficiently collect, analyze and display data that is relevant to class assignments.

TEC.9-12.3.4        create, publish, and present projects related to content areas using a variety of technological tools. 

 

Standard 6: Technology Problem-solving and Decision-making Tools (TEC.S.6)

Students will:

$                      use technology resources for solving problems and making informed decisions; and

$                      employ technology in the development of strategies for solving problems in the real world.

 

Technology Problem-solving and Decision-making Tools Objectives

Students will:

TEC.9-12.6.1        investigate and apply expert systems, intelligent agents, and simulations in real world situations.

USA - 21ST CENTURY LEARNING SKILLS & ICT LITERACY

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.

 

·         21C.O.9-12.1.LS2           Student analyzes and interprets visuals and recognizes the impact digital media influences (e.g. design, technique, and rate of speed) have on audiences. The student’s visual products reflect a sophisticated understanding of subject, digital media and design techniques.

 

·         21C.O.9-12.1.TT2            Student routinely applies keyboarding skills, keyboard shortcut techniques, and mouse skills with facility, speed and accuracy.

 

·         21C.O.9-12.1.TT3           Student uses advanced utilities (e.g., zipping or compressing files, file level anti-virus scans), converts files to different formats (e.g., .doc, .xls, .mdb, .htm, .pdf) and saves finished products to multiple media sources (e.g., CDRW, DVDR, USB drives, shared folders, web-based file storage).

 

·         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.

 

·         21C.O.9-12.1.TT9          Student uses advanced telecommunication tools (e.g., email, video conferencing, interactive websites, newsgroups, video phones, chats) to create collaborative projects that are relevant to real world situations and contribute to the communication process among various groups.

 

21C.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.

 

·         21C.O.9-12.2.LS3           Student engages in a problem solving process by formulating questions and applying complex strategies in order to independently solve problems.

 

·         21C.O.9-12.2.TT2            Student collaborates with peers, experts and others to contribute to a content-related knowledge base by using technology to compile, synthesize, produce, and disseminate information, models, and other creative works.

 

21C.S.9-12.3                                The student will exhibit leadership, ethical behavior, respect for others; accept responsibility for personal actions considering the impact on others; take the initiative to plan and execute tasks; and interact productively as a member of a group.

 

·         21C.O.9-12.3.TT1            Student protects software, hardware and network resources from viruses, vandalism, and unauthorized use and employs proper techniques to access, use and shut down technology equipment.

 

·         21C.O.9-12.3.LS4            Student demonstrates ethical behavior and works responsibly and collaboratively with others in the context of the school and the larger community, and he/she demonstrates civic responsibility through engagement in public discourse and participation in service learning.

 

·         21C.O.9-12.3.TT4             Student adheres to acceptable use policy and displays ethical behaviors related to acceptable use of information and communication technology (e.g., privacy, security, copyright, file-sharing, plagiarism); student predicts the possible cost and effects of unethical use of technology (e.g., consumer fraud, intrusion, spamming, virus setting, hacking) on culture and society; student identifies the methodologies that individuals and businesses can employ to protect the integrity of technology systems.

 

NATIONAL STANDARDS

For Teachers:

a.       participate in local and global learning communities to explore creative applications of technology to improve student learning.
b.       exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others.
c.        evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning.
d.       contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community.

 

 

1. Facilitate and Inspire Student Learning and Creativity  

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:

a.       promote, support, and model creative and innovative thinking and inventiveness.

b.       engage students in exploring real-world issues and solving authentic problems using digital tools and resources.

c.        promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes.

d.       model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.

 

2. Design and Develop Digital-Age Learning Experiences and Assessments  

Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:

a.        design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.

b.        develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress.

c.        customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources.

d.       provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching.

 

3. Model Digital-Age Work and Learning  

Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. Teachers:

a.       demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations.

b.       collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.

c.        communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats.

d.       model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning.

4. Promote and Model Digital Citizenship and Responsibility  

Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers: 

a.       advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources.

b.       address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources.

c.        promote and model digital etiquette and responsible social interactions related to the use of technology and information.

d.       develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital-age communication and collaboration tools.

 

5. Engage in Professional Growth and Leadership  

Teachers continuously improve their professional practice, model lifelong learning, and exhibit leadership in their school and professional community by promoting and demonstrating the effective use of digital tools and resources. Teachers:

 

a.       participate in local and global learning communities to explore creative applications of technology to improve student learning.

b.       exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others.

c.        evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning.

d.       contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community.

 

© 2008 International Society for Technology in Education.  ISTE® is a registered trademark of the International Society for Technology in Education.

World rights reserved. No part of this may be reproduced or transmitted in any form or by any means—electronic, mechanical, photocopying, recording, or by any information storage or retrieval system—without prior written permission from the publisher.  Contact Permissions Editor, ISTE, 180 W. 8th Avenue, Suite 300
Eugene, OR  97401-2916 USA; fax: 1.541.302.3780; e-mail: permissions@iste.org or visit www.iste.org/permissions/.

For Students:

1. Creativity and Innovation  

Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:

a.       apply existing knowledge to generate new ideas, products, or processes.

b.       create original works as a means of personal or group expression.

c.        use models and simulations to explore complex systems and issues.
d.       identify trends and forecast possibilities.

 

2. Communication and Collaboration  

Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:

a.       interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media.

b.        communicate information and ideas effectively to multiple audiences using a variety of media and formats.

c.        develop cultural understanding and global awareness by engaging with learners of other cultures.

d.        contribute to project teams to produce original works or solve problems.

 

4. Critical Thinking, Problem Solving, and Decision Making  

Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:

a.       identify and define authentic problems and significant questions for investigation.

b.       plan and manage activities to develop a solution or complete a project.

c.        collect and analyze data to identify solutions and/or make informed decisions.

d.       use multiple processes and diverse perspectives to explore alternative solutions.

 

5. Digital Citizenship  

Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students:

a.        advocate and practice safe, legal, and responsible use of information and technology.

b.        exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity.

c.        demonstrate personal responsibility for lifelong learning.

d.        exhibit leadership for digital citizenship.

 

6. Technology Operations and Concepts  

Students demonstrate a sound understanding of technology concepts, systems, and operations. Students:

a.       understand and use technology systems.

b.       select and use applications effectively and productively.

c.        troubleshoot systems and applications.

d.       transfer current knowledge to learning of new technologies.

© 2007 International Society for Technology in Education.  ISTE® is a registered trademark of the International Society for Technology in Education.
World rights reserved. No part of this may be reproduced or transmitted in any form or by any means—electronic, mechanical, photocopying, recording, or by any information storage or retrieval system—without prior written permission from the publisher.  Contact Permissions Editor, ISTE, 180 W. 8th Avenue, Suite 300
Eugene, OR  97401-2916 USA; fax: 1.541.302.3780; e-mail: permissions@iste.org or visit www.iste.org/permissions/.