The purpose of this study is to help preservice teachers gain fundamental skills to design animation-based and efficient educational materials for certain audiences. In this course, students theoretically investigate the need for educational materials that have motion, interaction and that are – in essence – animation oriented. They gain experience in designing up-to-date educational software that enables animation and interaction.
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Contribution of the Course to Professional Development
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Learning Outcomes:
1
Explains why and for what purpose the motion and interactive objects are used in education.;
2
Interprets the reason for preferring animation to certain other instructional materials.;
3
Utilizes principles of graphical design when preparing motion and interactive objects.;
4
Uses symbols when working with objects; interprets and – when necessary – uses the Library feature that is common to material design software.;
5
Effectively works with layers.;
6
Is aware of and effectively uses the timeline feature.;
7
Interprets the differences between the frame-by-frame animation and tweening.;
8
Is aware of the different types of tweening and effectively uses each type.;
9
Designs advanced animations using the bone tool.;
10
Defines and applies fundamental programming commands and techniques when preparing motion and interactive objects.;
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Course Content:
Week
Theoretical
Practical
1
Introduction
Use of animations in education.
2
Getting to know the Adobe Flash program (15 p.).
3
Drawing basic shapes (6.5 p.).
4
Moving beyond basic shapes (10.5 p.)
5
Using graphic symbols (4.5 p.).
6
Working with frame-by-frame animations (4 p.).
Working with shape tweens (4 p.).
7
Working with motion tweens (9.5 p.).
8
Working with classic tweens (2 p.).
Using button symbols (5 p.).
9
Adding interactivity with ActionScript (7 p.).
Fundamentals of ActionScript (2 p.).
Working with variables (3 p.).
10
Using functions (4 p.).
Working with display objects (7 p.).
11
Using classes (7 p.).
12
Working with audio (6 p.).
13
Working with video (4 p.).
Adding interactivity with ActionScript (continued) (Using Code Snippets control video). (3 p.).
14
Adding inverse kinematics with the bone tool (8 p.).
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Textbooks, References and/or Other Materials:
Gelişken, U. (2011). Adobe Flash Professional CS5 & ActionScript 3.0 (2. Basım). İstanbul: Kodlab Yayın Dağıtım / Programlama Dizisi. Todd, P. (2010). Flash Professional CS5 Essential Training. Retrieved September 13, 2010 from World Wide Web http://www.lynda.com/Flash-CS5-tutorials/flash-professional-cs5-essential-training/59964-2.html Todd, P. (2010). ActionScript 3.0 in Flash CS4 Professional for Designers. Retrieved September 30, 2010 from World Wide Web http://www.lynda.com/ActionScrip-3-tutorials/in-flash-cs4-professional-for-designers/728-2.html
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Assesment
TERM LEARNING ACTIVITIES
NUMBER
PERCENT
Midterm Exam
1
30
Quiz
0
0
Homeworks, Performances
1
20
Final Exam
1
50
Total
3
100
Contribution of Term (Year) Learning Activities to Success Grade
50
Contribution of Final Exam to Success Grade
50
Total
100
Measurement and Evaluation Techniques Used in the Course
Information
25
ECTS / WORK LOAD TABLE
Activites
NUMBER
TIME [Hour]
Total WorkLoad [Hour]
Theoretical
14
2
28
Practicals/Labs
0
0
0
Self Study and Preparation
6
1
6
Homeworks, Performances
1
8
8
Projects
0
0
0
Field Studies
0
0
0
Midtermexams
1
8
8
Others
0
0
0
Final Exams
1
10
10
Total WorkLoad
60
Total workload/ 30 hr
2
ECTS Credit of the Course
2
26
CONTRIBUTION OF LEARNING OUTCOMES TO PROGRAMME QUALIFICATIONS