INTERACTIVE TEXTBOOKS

Overview

Objectives

Web Sites

Day 1

Day 2

Day 3

Day 4

Day 5

Day 6

Day 7

Day 8

Day 9

Day 10

Day 11-12

Day 13 -14

Standards

Student Work

Overview

In this unit, each student works on a chosen topic related to technology and creates an educational interactive textbook with text, graphics, animation, buttons, review questions, assignments, and a quiz.

Interactive textbooks provide a powerful and immersive environment for learning and acquiring new skills. Students are challenged to understand their topic not only intellectually, but also visually and emotionally. They become not only educational application developers and programmers, but also writers, illustrators, animators, and audio editors. This project connects students with subject matter in different ways -- through images, sound, and text. This deepens their understanding of the topic and increases their ability to memorize and recall information. Recent research shows that emotions affect memory retention because the emotional impact of a particular image or event has a profound influence on its place in long-term memory.

This unit provides and encourages the intercurricular approach in schools and promotes the use of problem-based and simulative learning practices. The interactive textbook projects can be based on any subject. Students can simulate experiments in science, solve math problems, provide literacy training, and create music lessons or digital art galleries. The students can develop and present interactive textbooks to younger children. This doubles the excitement and increases students' responsibility. Over the years, the students' interactive textbooks with review questions, quizzes, and assignments creates an extensive online library, which can be accessed by teachers and students from school and home. Teachers of any subject can use these textbooks to supplement and enrich their teaching material.

Objectives

The students:

  • Create educational interactive textbooks using graphics, text, and animations
  • Use the Internet for research
  • Create graphics and animations for their projects
  • Develop review questions, create assignments, and program a quiz
  • Publish and preview the projects online
  • Present their textbooks and get feedback from fellow students.

Web Sites

Interactive Textbooks

http://andersenfairytales.com/en/main
http://bbc.co.uk/cbeebies/storycircle/atoz.shtml
http://privatehand.com/flash/elements.html
http://stopbullyingnow.hrsa.gov/index.asp?Area=webisodes&webisode=1
http://brainpop.com/

Technology

History of the Internet
http://isoc.org/internet/history/brief.shtml
Cyberspace Pirates - Hackers
http://cybercrime.gov/rules/reckless.htm
Cybercitizen Rules
http://cybercrime.gov/rules/cybercitizen.htm
http://cybercrime.gov/rules/rules.htm
The Web Police -- The Web Safety
http://fbi.gov/kids/k5th/safety2.htm
http://fcc.gov/kidszone/faqs_9.html
http://ftc.gov/bcp/conline/edcams/kidzprivacy/kidz.htm
http://netsmartzkids.org/indexfl.htm
http://safekids.com/child_safety.htm
How Computer Viruses Work
http://howstuffworks.com/virus.htm
http://tech.msn.com/virus
The Web Spiders - How Search Engines Work
http://howstuffworks.com/search-engine.htm
The Emoticons and Smileys
http://emoticons-online.com/index.html
The Best Links for Kids on the Web
http://ala.org/gwstemplate.cfm?section=greatwebsites&template=/cfapps/gws/default.cfm
Inventors and Inventions: Computer
http://inventors.about.com/library/blcoindex.htm 
History of Computers
http://computerhistory.org/
http://hitmill.com/computers/computerhx1.html
Computer Hardware
http://karbosguide.com/
http://kidsdomain.com/brain/computer/lesson/comp_les1.html
How Monitors Work
http://howstuffworks.com/monitor.htm
The Best Computer Games for Kids
http://cbsnews.com/stories/2004/12/06/earlyshow/living/main659244.shtml
How Computer Games Are Made
http://en.wikipedia.org/wiki/Video_game
http://pbs.org/kcts/videogamerevolution/inside/how/01.html
Operating System
http://howstuffworks.com/operating-system.htm
Floppy, CD, and Flash Memory Cards
http://en.wikipedia.org/wiki/Keydrive
http://computer.howstuffworks.com/floppy-disk-drive3.htm     

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Day 1 - Writing a Proposal

Aim

The students will understand the components of the interactive textbooks and write a proposal for their project.

Procedure

  1. The students visit different Web sites to view multimedia projects.
    http://andersenfairytales.com/en/main
    http://bbc.co.uk/cbeebies/storycircle/atoz.shtml
    http://privatehand.com/flash/elements.html
    http://stopbullyingnow.hrsa.gov/index.asp?Area=webisodes&webisode=1
    http://brainpop.com/
  2. Online multimedia projects are evaluated based on the following Multimedia Project Evaluation Guideline.
  3. The students write their project proposals based on the Interactive Textbook Project Proposal Guideline.

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Day 2 - Research a Topic Online

Aim:

The students will conduct research on the Internet.

Procedure:

  1. Based on the students' proposals, the teacher compiles a list of appropriate Web sites and gives it to the students.
  2. The students begin gathering information for their research. They visit various Web sites to research their topic and gather relevant information.
  3. Based on their research, the students write a story, create assignments, review questions and create a quiz for their interactive textbooks in Microsoft Word.

Homework:

Finish the story, assignments, review questions, and quiz.


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Day 3 - Develop a Storyboard

Aim:

The students will learn how to develop a storyboard.

Materials:

Computers with the Internet connection, paper, pencils, and erasers.

Procedure:

1. The students visit the following Web sites to learn about storyboarding:
http://toondoctor.com/storyboards-backgrounder.htm
http://pblmm.k12.ca.us/TechHelp/Storyboarding.html
http://journalism.berkeley.edu/multimedia/course/storyboarding/

2. The teacher provides students with paper and pencils (see Storyboarding Guide).

3. The students draw a storyboard for their projects.

Homework:

Finish the storyboard.

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Day 4 - Introduction to Type Tool

 

Aim:

The students will type and format text for their projects in Flash.

Procedure:

  1. The teacher explains how to open a new Flash document, what a timeline is, how to create keyframes, how to type text using Type tool, and how to format text in Properties window.
  2. The students transfer their story, review questions, and assignments from Microsoft Word file to Flash.
  3. The students visit online Flash tutorials:
    http://w3schools.com/flash/default.asp
  4. Upon completion of this lesson, students should be able to define the following Flash terms:

Glossary of Flash Terms

Arrow Tool
Blank Keyframe
Hand Tool
Keyframe
Labeled Frame
Layers
Library
Panels
Property Inspector
Stage
Test Movie
Timeline
Toolbox
Type Tool
Zoom Tool

Acquired Skills:

Open and close Flash files
Save Flash files
Create a new layer
Add a keyframe on the timeline
Type and format text
Open and view content of the library
Use Arrow tool to select objects
Select objects by clicking or dragging the Arrow tool to enclose the object within a marquee
Zoom in or out a certain area of the Stage to change the magnification
Test a movie

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Day 5 - Navigation Buttons and ActionScript

Aim:

The students will create navigation buttons in Flash.

Procedure:

  1. The teacher explains how to open the Common Libraries, bring a button to the stage, work with a button symbol in Edit Mode, attach ActionScript code to buttons, and stop and play animations with ActionScript.
  2. The students create navigation buttons and stop their projects on the last frame.
  3. Upon completion of this lesson, students should be able to define the following Flash terms:

Glossary of Flash Terms

ActionScript
Buttons
Common Libraries
Debugger
Down
Edit Mode
Hit
Lock/Unlock All Layers
Over
Rollover Buttons
Show All Layers as Outlines
Show/Hide All Layers
Symbols
Up

ActionScript Glossary

Play()
Stop()
gotoAndPlay()
gotoAndStop()

Acquired Skills:


Find Common Libraries
Select a button
Bring a button to the Stage
Open and make changes to a button in Edit Mode
Add ActionScript to a button
Debug script errors
Test a movie

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Day 6 - Drawing Tools

Aim:

The students will learn how to use Flash drawing tools - Pen Tool, Brush Tool, Oval tool, Rectangle Tool, and Line Tool.

Procedure:

  1. Drawing tools are similar in many bitmap and vector graphics editor programs (Adobe Illustrator, Adobe Photoshop, Macromedia FreeHand, Macromedia Fireworks, Microsoft Paint, etc.) and most students are familiar with them. However, drawing with a mouse is difficult. Students are allowed to visit Microsoft Office Clip Art and Media Web site to find reference images, import them into Flash, and trace them.
  2. The teacher explains how to draw with various tools in Flash.
  3. The students visit PBS, Nickelodeon, and Toon Disney's Web sites to learn how Flash moves are illustrated.
        PBS kids stories
        Nicktoons Network
        Toon Disney
  4. The students create illustrations for their projects.
  5. Upon completion of this lesson, students should be able to define the following Flash terms:

Glossary of Flash Terms

Brush Tool
Eraser Tool
Eyedropper Tool
Fill Transform Tool
Free transform Tool
Ink Bottle Tool
Lasso Tool
Line Tool
Oval Tool
Paint Bucket Tool
Pen Tool
Pencil Tool
Rectangle Tool
Subselection Tool

Acquired Skills:


Draw with Line, Oval, Rectangle, Brush, and Pen tools
Adjust a straight or curved line segments with Subselection tool
Transform objects with Free Transform tool
Copy fill and stroke attributes from one object to another
Change the color, line width, and style of lines or shape outlines with Ink Bottle tool
Fill enclosed areas with the current fill color
Select objects with Lasso tool

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Day 7 - Animation

Aim:


The students will learn how to create a frame-by-frame animation, shape and motion tween, and guided motion tween animation.

Procedure:

  1. The teacher introduces students to frame-by-frame animation, shape and motion tween, and guided motion tween animation. The students access a sample Flash file with different types of animations to follow the teacher's explanation.
  2. The students create their own animations illustrating their projects.
  3. Upon completion of this lesson, students should be able to define the following Flash terms:

Glossary of Flash Terms

Frame-by-frame Animation
Frame Rate
Motion and Shape Tween

Acquired Skills:


Create different types of animations
Change animation speed.

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Day 8 - Sound Files

Aim:

The students will learn how to add sound files to their projects.

Procedure:

 

  1. The teacher demonstrates how to import sound files to Flash movie and add them to the Timeline.
  2. The teacher provides students with free sound loops downloaded from Flashkit.
  3. The students should have headphones to listen for sound files.
  4. The students select favorite sound loops and add them to their movies. Some students might choose not to have any sounds in their projects.
  5. The students continue working on their animations.
  6. Upon completion of this lesson, students should be able to define the following Flash terms:

Glossary of Flash Terms

Compression
Sound Loops
Sound Properties Dialog Box

Acquired Skills:

Customize sound export settings
Format sound
Optimize sound files for publishing
Use Sound Properties dialog box

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Day 9 - Quiz

Aim:

The students will learn how to develop a quiz in Flash.

Procedure:

  1. Flash provides three templates which allow the students to build a quiz easily. However, in order to enhance students' knowledge in ActionScript and help them understand how these templates work, it is better to teach them to create a quiz from scratch.
  2. The teacher introduces ActionScript code, explains how to insert it into a movie, and show a sample Flash file.
  3. The students follow online tutorial Simulating MX Learning Interactions. This tutorial is written for Flash 5 and requires some adjustments for the newer versions of Flash.
  4. The students follow tutorial and create their own quiz.
  5. Upon completion of this lesson, students should be able to define the following ActionScript code:

ActionScript Glossary

on (release)
on (press)
on ClipEvent()
this
if ( condition ){
statement(s) ;
}
else ( condition ){
statement(s) ;
}
getProperty(), getProperty( my_mc , property )
setProperty(), setProperty( target , property , value/expression )
_root, _root. movieClip, _root. action, _root. property
_droptarget, MovieClip._droptarget
_alpha -- MovieClip._alpha , Button._alpha , TextField._alpha

Acquired Skills:

Develop a quiz
Learn ActionScript code

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Day 10 - Preloader

Aim:

The students will learn how to create a preloader.

Procedure:

  1. Flash has a preloader component. However, as with the quiz exercise, the students create a preloader following the online tutorial Smooth PreLoader.
  2. The teacher explains the main function of preloaders and how they work and shows the students a sample Flash file.
  3. Upon completion of this lesson, students should be able to define the following ActionScript code:

ActionScript Glossary

onClipEvent (enterFrame) {
loading = _parent.getBytesLoaded();
percent -= (percent-((loading/total)*100))*.25;
per = int(percent);
percentage = per+"%";
loadBar._width = per;
if (percent>99) {
_parent.gotoAndStop(2);

Acquired Skills:

Build a Preloader
Learn ActionScript code

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Days 11-12 - Finishing the Project

Aim:

Finish the project.

Procedure:

  1. The students finish their animations, quiz, and preloader.
  2. The teacher helps them coordinate animation with text, control sound files, and debug programming errors.

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Days 13-14 - Presentation and Evaluation

Aim:

The students present their Interactive textbooks to fellow students.

Procedure:

Each student has 5 minutes for presentation and 5 minutes for questions.

Evaluation:

The students evaluate each others' projects using the same Multimedia Project Evaluation Guideline as at the beginning of the unit. The students are required to discuss the projects, give positive critical feedback, and provide suggestions about how to improve it in the future.

 

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Standards

  • use a variety of equipment and software packages to enter, process, display, and communicate information in different forms using text, pictures, and sound
  • access needed information from media, electronic databases, and community resources
  • apply technological knowledge and skills to design, construct, use, and evaluate products and systems to satisfy human and environmental needs.
    (http://emsc.nysed.gov)

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Student Work


The students' projects are published on www.cybernaut.com.

 

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