animation › misc1314 › 3danimationvisual... · page 1 revised 9/7/2013 //animation & visual...

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Page 1 Revised 9/7/2013 //Animation & Visual Effects Career Cluster(s): Information Technology/Arts A/V & Communications College Credit: Over 30 hours available Length: Up to 1200 hours (400 hours theory/800 lab hours) Career Majors: Special FX Technician, 3D Modeler, 3D Animator, Motion Graphics Artist Oklahoma’s Promise/OCAS Two technology credits available Certification(s): Adobe Certified Associate: Visual Communication with Photoshop Enhanced Rich Media Communication using Flash Graphic Design & Illustration using Illustrator Apple Certified User: Final Cut Pro, Associate Oklahoma Department of CareerTech: 3D Modeler 3D Animator Motion Graphics Artist Program Objective: Students will use groundbreaking, creative tools to achieve extraordinary results limited only by their imaginations, as they create, revise, optimize and export graphics, 2D and/or 3D models and animations, and special effects that support motion graphics, animation, the Web or mobile devices in an environment that supports teamwork, problem-solving, and lifelong learning. Specific Learning Competencies - Upon successful completion of this course, the student will be able to: 1. Understand the fundamentals of digital & perspective drawing and develop digital illustrations for animation and/or motion graphics. 2. Develop surface materials textures for 3D models and scenes. 3. Develop characters and/or character parts for 2D and/or 3D models and animations. 4. Understand and employ design, typography, and color principles, while creating visually appealing products. 5. Manipulate, troubleshoot, compress, publish and export graphics, illustrations, and/or animations. 6. Demonstrate proficiency in the use of digital imaging techniques, software, and equipment. 7. Apply the following features appropriately: color, efficiency and automation, file management, filters and effects, textures and effects, lighting, image properties, layers, masks and channels, etc. 8. Utilize various features of a digital drawing tablet, scanner, cameras, and other digital devices to develop products designed to increase dramatic or entertainment value of productions. 9. Use time management to produce products according to production schedule. 10. Demonstrate knowledge of copyright, digital citizenship, and intellectual property protection issues. 11. Show increased reality by using perspective and receding planes.

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Page 1: Animation › misc1314 › 3DAnimationVisual... · Page 1 Revised 9/7/2013 //Animation & Visual Effects Redefine Reality with Imagination! Career Cluster(s): Information Technology/Arts

Page 1 Revised 9/7/2013

//Animation & Visual Effects

Redefine Reality with Imagination!

Career Cluster(s): Information Technology/Arts A/V & Communications

College Credit: Over 30 hours available

Length: Up to 1200 hours (400 hours theory/800 lab hours)

Career Majors: Special FX Technician, 3D Modeler, 3D Animator, Motion Graphics Artist

Oklahoma’s Promise/OCAS

Two technology credits available

Certification(s):

Adobe Certified Associate:

Visual Communication with Photoshop Enhanced Rich Media Communication using Flash Graphic Design & Illustration using Illustrator

Apple Certified User: Final Cut Pro, Associate Oklahoma Department of CareerTech:

3D Modeler 3D Animator Motion Graphics Artist

Program Objective: Students will use groundbreaking, creative tools to achieve extraordinary results limited only by their imaginations, as they create, revise, optimize and export graphics, 2D and/or 3D models and animations, and special effects that support motion graphics, animation, the Web or mobile devices in an environment that supports teamwork, problem-solving, and lifelong learning. Specific Learning Competencies - Upon successful completion of this course, the student will be able to:

1. Understand the fundamentals of digital & perspective drawing and develop digital illustrations for animation and/or motion graphics.

2. Develop surface materials textures for 3D models and scenes. 3. Develop characters and/or character parts for 2D and/or 3D models and animations. 4. Understand and employ design, typography, and color principles, while creating visually appealing

products. 5. Manipulate, troubleshoot, compress, publish and export graphics, illustrations, and/or animations. 6. Demonstrate proficiency in the use of digital imaging techniques, software, and equipment. 7. Apply the following features appropriately: color, efficiency and automation, file management, filters

and effects, textures and effects, lighting, image properties, layers, masks and channels, etc. 8. Utilize various features of a digital drawing tablet, scanner, cameras, and other digital devices to

develop products designed to increase dramatic or entertainment value of productions. 9. Use time management to produce products according to production schedule. 10. Demonstrate knowledge of copyright, digital citizenship, and intellectual property protection issues. 11. Show increased reality by using perspective and receding planes.

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12. Utilize depth of field and light to set the mood for the story. 13. Use digital tools, i.e., cameras, writing tablets, Internet, for researching, planning, development and/or

revision of content for graphics, models, special effects, and animations. 14. Understand and apply the principles of animation: squash/stretch; timing/weight; archs; secondary

animation; anticipation; follow thru/overlap, to create realistic animations. 15. Use dynamic, grammatically correct, communication skills for digital marketing. 16. Apply successful strategies and customer service techniques to build customer relations through digital

marketing. 17. Utilize various digital marketing tools, communication skills, and applications to prepare a digital

portfolio. 18. Apply principles and elements of color design, typography, and interactive marketing techniques. 19. Design and evaluate layouts and/or digital media products for visual appeal to the target audience. 20. Analyze and evaluate elements of a problem to develop creative, innovative solutions. 21. Understand camera orientation, angles and movements; Frame the shot to achieve a desired effect. 22. Interpret how different light sources, textures, and shadows affect a scene or object and create

effective lighting. 23. Generate and optimize projects to various formats for a wide degree of playback compatibility using

appropriate software. 24. Design complex graphics, special effects, and animations, using independent judgment, creativity, and

computer equipment. 25. Apply 2D and/or 3D modeling and animation solutions for interactive media presentations. 26. Demonstrate proficiency in developing professional motion graphics and/or special effects. 27. Pass industry certifications appropriate for career major.

Applied Academics: Upon successful completion of this course, the students will have demonstrated the following through the integration of academics: Creativity and Innovation - Demonstrate creative thinking, construct knowledge, and develop innovate products and processes using technology. Students will:

1. Apply existing knowledge to generate new ideas, products, and processes. 2. Create original works as a means of personal or group expression. 3. Use models and simulations to explore complex systems and issues.

Communication and Collaboration – Use digital media and environments to communicate and work collaboratively to support individual learning and contribute to the learning of others. Students will:

4. Communicate information and ideas effectively to multiple audiences using a variety of media and formats.

5. Develop cultural understanding and global awareness by engaging with learners of different cultures, and/or completing projects that require and understanding of different cultures.

6. Contribute to project teams to produce original works or solve problems. Research and Information Fluency – Apply digital tools to gather, evaluate, and use information. Students will:

7. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media.

8. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks. Critical Thinking, Problem Solving, and Decision Making – Use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students will:

9. Identify and define authentic problems and significant questions for investigation. 10. Plan and manage activities to develop a solution or complete a project. 11. Collect and analyze data to identify solutions and/or make informed decisions. 12. Use multiple processes and diverse perspectives to explore alternative solutions.

Digital Citizenship – Understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students will: 13. Advocate and practice safe, legal, and responsible use of information and technology. 14. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity. 15. Demonstrate personal responsibility for lifelong learning.

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Technology Operations and Concepts – Demonstrate a sound understanding of technology concepts, systems, and operations. Students will: 16. Understand and use technology systems. 17. Select and use applications effectively and productively. 18. Troubleshoot systems and applications. 19. Transfer current knowledge to learning of new technologies.

Professional Skills: Upon successful completion of this course, the students will have demonstrated the following through the emphasis on and integration of professional skills:

• Positive Work Ethic/”An honest day’s work for an honest day’s pay”/Going “above and beyond”

• Diversity/Acceptance/Respect • Positive Attitude: Flexibility Adaptability, Inspirational/Motivational

• Lifelong Learning, Problem-Solving and Troubleshooting

• Teamwork and Communication

• Caring and Compassion

• Responsibility/Accountability/Initiative • Honest and Integrity

• Conflict Resolution/Anger Management Instruction: Design Theory/Techniques Illustration Tools & Techniques Graphics Modeling Animation Special Effects

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Methods of Instruction include: Individualized Instruction, with an emphasis on the integration of professional, technical, and academic skills.

Methods of Evaluation: Assignments, computerized tests, and project-based learning. Francis Tuttle requires mastery of 85% or above on all units of instruction. Students are allowed a maximum of three times to achieve mastery on most units, and all grades are recorded. Your curriculum grade is based on an average of your assignments and tests taken during the grading period multiplied by your learning contract progress rate. Grading Scale: A 90-100 B 80-89 C 70-79 D 60-69

F 0-59

Recommended Certifications: Dependent upon career major selected.

Recognized Primary Course Textbooks and Instructional Resources: Lynda Online Learning Library Digital Tutors Online Learning Library Adobe Curriculum O’Reilly Peach Pit Press Against the Clock New Riders Friends of Ed Internet resources and tutorials Imagination and Creativity The following is a document prepared by Autodesk for the application of Maya and the Autodesk Animation Academy in the classroom. Maya is the primary tool for this program.

Autodesk  Animation  Academy  National  Academic  Standards  

Cross  Reference    

This  cross  reference  addresses  the  following  academic  standard  sets:  • Science  Content  • Math    • Language  Arts  • Technology  • Visual  Arts  

 General  Academic  Cross  Reference  –  Across  all  Animation  Academy  projects:    

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1. Employability/Professional    1.1. Professional  Skills      

• Use  drawing  media  and  related  materials  (e.g.,  paper,  printers,  scanners,  digital  cameras)  

 M3a,  M3b,  M3i,  M3j,  T3,  T8,  T24,  T25,  T26,  T27,  T30,  T32  

• Create  freehand  sketches/storyboarding   S1a,  S1e,  S6b,  M3a,  M3b,  M3i,  M4a,  L4,  L5,  L12  

• Prepare  a  comprehensive  scientific  presentation  

S1a,  S6b,  S8a,  S8b,  L4,  L5,  L6,  L8,  L12,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T31    

• Meet  deadlines     S2a,  L4,  L5,  L12,  T25,  T27  • Cooperate  with  a  team     S2a,  L4,  L5,  L12  • Teaching  Others   S1a,  S1c,  S2a,  S6b,  S7f,  S8a,  L4,  L5,  L12  • Research  background  information    

S1a,  S1b,  S2a,  S6b,  S7f,  S8a,  S8b,  M1a,  M1e,  M1h,  M1i,  M3a,  M3b,  M3j,  M3m,  M4a,  M5c,  L3,  L7,  L8,  T1,  T2,  T3,  T7,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T30,  T32,  T33,  T34  

• Interviewing/Journalism  skills   L3,  L4,  L5,  L6,  L7,  L8,  L12,  T1,  T2,  T3,  T7,  T8,  T17,  T22,  T23,  T24,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34  

2. Computer  Skills    2.1. Hardware    

• Demonstrate  proper  care  of  equipment   T17,  T21,  T23    • Operate  and  adjust  input  devices  

(e.g.,  mouse,  keyboard,  tablet)  T17,  T21,  T23  

• Operate  and  adjust  output  device  (printer)    

T17,  T21,  T23  

• Correct  handling  and  operation  of  storage  media  

T17,  T21,  T23  

• Start  and  shut  down  work  station   T17,  T21,  T23  • Adjust  monitor  controls  for  comfort  and  

usability  T17,  T21,  T23  

• Recognize  availability  of  information  services  (e.g.,  email,  internet)  

T3,  T17,  T23,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34  

2.2. Software    • Ability  to  open,  edit,  and  save  a  file

   T21,  T23  

• Use  one  or  more  programs  to  achieve  desired  results  

T1,  T2,  T3,  T8,  T17,  T21,  T22,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34  

• Efficiency  in  using  one  or  more  programs   T1,  T2,  T3,  T8,  T17,  T21,  T22,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34  

2.3. Physical  and  Safety  Needs    • Demonstrate  an  understanding  of  

ergonomic      T3,  T7,  T8,  T17,  T21,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34  

• Create  and  maintain  a  work  environment    

L3,  L4,  L5,  L6,  L8,  T3,  T7,  T8,  T17,  T21,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  

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T33,  T34  3. 3D  Animation  Skills  -­‐  Maya    

3.1. Animation  Software  UI  and  General  Features    • Understanding  Menu  bars,  Attribute  

Editor,  etc.  T17,  T23,  T24,  T25,  T26,  T27  

• Software  navigation/interaction   T17,  T23,  T24,  T25,  T26,  T27,  A1a  • Help  files   L7,  L8,  T17,  T23,  T24,  T25,  T26,  T27,  A1a  • Coordinate  system   M3e,  M3f,  T17,  T23,  T24,  T25,  T26,  T27,  A1a  • Orthographic/Perspective  Panels   M3e,  M3f,  T17,  T23,  T24,  T25,  T26,  T27,  A1a  • Panel  Navigation   M3e,  M3f,  T17,  T23,  T24,  T25,  T26,  T27  • Panel  Shading   T17,  T23,  T24,  T25,  T26,  T27,  A1a  • Selecting  objects  and  object  sets   M3a,  T17,  T23,  T24,  T25,  T26,  T27,  A1a,  A2c  • Positional  Transformations   M3g,  M3h,  T17,  T23,  T24,  T25,  T26,  T27,  

A1a  • Organizing  objects  by  groups,  selection  

sets,  layers  S1a,  M3a,  M3b,  M4a,  T17,  T23,  T24,  T25,  T26,  T27,  A1a,  A2c  

3.2. Modeling    • Setting  Units,  Grids  and,  Snaps   S1a,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  

T32,  A1a,  A2c  • Creating  NURBS  Curves   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  

M4a,  L8,  L12,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• NURBS  modeling   S1e,  M2f,  M2k,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  L8,  L12,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• NURBS  component  editing   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• NURBS  surface  editing   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• NURBS  Surface/Text  objects   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Creating  3D  primitives   S1e,  M2f,  M2k,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Head’s  Up  Display   S1a,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a  

• Object  Duplication   S1a,  M3g,  M3h,  T17,  T23,  T24,  T25,  T26,  T27,  A1a,  A1b,  A1c,  A6c  

• 3D  modeling  with  Deformers   S1e,  M2f,  M2k,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• 3D  Component  editing   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

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• Boolean  3D  objects   S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• 3D  Types:  Poly,  Polygon  Proxy,  Subdiv,  NURBS  Surface  

S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Box  Modeling     S1e,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

3.3. Cameras    • Aim  vs.  Free  cameras   S1a,  S1e,  M3a,  M3b,  M3e,  M3f,  M4a,  T3,  

T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T34,  A1a,  A6c  

• Camera  focal  length  and  parameters   S1a,  M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

• Ortho/Perspective  cameras   S1a,  S1e,  M3a,  M3b,  M3e,  M3f,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

• Rendering  camera  views   S1a,  M3a,  M3b,  L4,  L8,  L12,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

• Camera  Navigation   M3e,  M3f,  T17,  T23,  T24,  T25,  T26,  T27,  A1a,  A6c  

3.4. Lighting    • Standard  light  theory,  Angle  of  Incidence   S1a,  S1b,  S3b,  M3g,  M3h,  L4,  L7,  L12,  T3,  

T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T33,  T34,  A1a,  A6c  

• Three  point  studio  lighting   S1a,  S1b,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T33,  T34,  A1a,  A6c  

• Basic  color  theory   S1a,  S1b,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T33,  T34,  A1a,  A6c  

• Define  common  light  types:  Point,  Spot,  Directional  

S1a,  S1e,  M3a,  M3b,  M3e,  M3f,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

• Scale  and  transforms  for  lights     S1a,  M3e,  M3f,  M3g,  M3h,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Lighting  Tools   S1a,  S1e,  M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1c,  A6c  

3.5. Rendering    • Define  Maya  Software  renderer     T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  

A1a,  A6c  • Render  Layers   S1a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  

T32,  A1a,  A1b,  A1c,  A6c  • Basic  rendering  options   S1a,  S1b,  M1e,  M4a,  T3,  T8,  T17,  T22,  T24,  

T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  • Print  Sizing   S1a,  S1b,  M1e,  M4a,  T3,  T8,  T17,  T22,  T24,  

T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  • Render  View  window   T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  • Assign  Renderer  Panel   T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  

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• Compressed  files  vs.  still  sequences   M1e,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  

3.6. Materials    • Hypershade  Access   T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  

A6c  • Define  Shaders  and  Nodes   S1a,  S1e,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  

T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  • Define  Textures   S1a,  M1i,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  

T26,  T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  • Place  2D  and  3D  Texture  Nodes   S1a,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  

T32,  A1a,  A1b  • Hypershade  UI   T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  

A1b,  A1c,  A6c  • Create  simple  shader   S1e,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  

T32  • Common  Material  Attributes  and  

Specular  Shading  M1i,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  

• Other  shader  parameters     M1h,  M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Create  and  Edit  UV  Mapping   S1a,  M1i,  M3a,  M3b,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Using  Materials  and  Shading  Networks   S1a,  S1e,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A2c,  A6c  

• Changing  Shader  Types   S1a,  S1b,  S1e,  S3b,  S6b,  M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

3.7. Global  Illumination    • mental  ray:  Lighting  with  GI  vs.  without

   S1a,  S1b,  S1e,  S6b,  M1i,  M3a,  M3b,  M3e,  M3f,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

• Global  Illumination  explanation   S1a,  S1b,  S1e,  S6b,  M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

3.8. Animation    • Define  keyframe   S1a,  S1b,  S3d,  M1e,  M2o,  M3g,  M3h,  T3,  

T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Editing  Position  in  the  Graph  Editor   S1b,  S3d,  M2o,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Animation  UI   M1i,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A6c  

• Create  keys  (position)   M3b,  M3e,  M3f,  M3g,  M3h,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Create  keys  (rotation)   M3b,  M3e,  M3f,  M3g,  M3h,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Inverse  and  Forward  Kinematics   S1a,  S1b,  S1e,  S3d,  S6b,  M3a,  M3b,  M3e,  

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M3f,  M3g,  M3h,  M3i,  M3m,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Constraints   S1b,  S3d,  M3b,  M3e,  M3f,  M3g,  M3h,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Preview/Render  animation     S1a,  S1b,  M1e,  M4a,  L4,  L12,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T34,  A1a,  A1b,  A1c  

3.9. Effects    • Effects  definitions   S1a,  S1e,  S6b,  M1i,  M4a,  T8,  T17,  T22,  T24,  

T25,  T26,  T27,  T32.  A1a,  A6c  • Environment  Fog   S1a,  S1e,  S6b,  M1i,  M3a,  M3b,  M3e,  M3f,  

M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Particles   S1a,  S1b,  S1e,  S3d,  S6b,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

• Particle  Tool  vs.  Create  Emitter  vs.  Emit  from  Object  

S1a,  S1b,  S1e,  S3d,  S6b,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

• Material  Effects   S1a,  M1i,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

• Object  effects   S1a,  S1b,  S1e,  S3d,  S6b,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  

3.10. Inverse  Kinematics    • Define  IK/FK   S1a,  S1b,  S1e,  S3d,  S6b,  M3a,  M3b,  M3g,  

M3h,  M3i,  M3m,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

• Parent/Child  hierarchy   S1a,  M3a,  M3b,  M3h,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

• Introduce  ik  RPsolver   S1a,  S1b,  S1e,  S3d,  S6b,  M3a,  M3b,  M3h,  M3m,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Use  Influence  Objects   S1a,  M3a,  M3b,  M3h,  M3m,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

3.11. Physical  Dynamics    • Define  Dynamics  and  its  purpose   S1a,  S1b,  S1e,  S3d,  S6b,  M1i,  M3a,  M3b,  

M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A6c  

• Discuss  Dynamics  solutions   S1a,  S1b,  S1e,  S3d,  S6b,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3m,  M4a,  T3,  T8,  

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T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c,  A6c  

3.12. Scripting    • Define  scripting   T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  • Open  a  script   S1a,  L6,  L12,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  

T27,  T32  • Scripts  in  different  forms   S1a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  

T32  • Macro  recording   T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32  

3.13. Scene  Assembly  (basic  composition)    • Culmination  of  the  elements  into  a  

completed  scene  S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A2c,  A6c  

• Visor   S1a,  L7,  L12,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A2c  

• Import   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A2c  

• Reference  Objects   S1a,  M3e,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A2c  

• Save  Selected   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A2c  

• Create  and  Save  Projects   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a  

• Quick  Rename   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a  

• Color  Chooser   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a  

• Rendering  Options   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Image  Plane:  Rendered   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Image  Plane:  Panel   S1a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Shadow,  Reflection,  and  Layer  Options   S1a,  S1b,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

• Preview   S1a,  L4,  L12,  M1e,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c  

• Final  render   S1a,  L4,  L12,  M1e,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32  T34,  A1a,  A1b,  A1c,  A6c  

• File  Output  type;  Compression  and  quality  

S1a,  M1e,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c  

 

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Project  Cross  Reference    

Ricky  the  Rat's  Wild  Ride    1. Preparation:    

1.1. Causes  of  Weather  Systems   S1a,  S1b,  S1c,  S2a,  S3d,  S5c,  S6b,  S7f,  S8a,  S8b,  L3,  L8,  L12,  T3,  T8,  A5a  

1.2. How  do  Tornados  form?   S1a,  S1b,  S1c,  S2a,  S3d,  S5c,  S6b,  S7f,  S8a,  S8b,  L3,  L8,  L12,  T3,  T8,  A5a  

1.3. Researching  tornadoes.   S1a,  S1b,  S1c,  S2a,  S3d,  S5c,  S6b,  S7f,  S8a,  S8b,  M3a,  M3i,  M3j,  L3,  L4,  L5,  L6,  L7,  L8,  L12,  T3,  T8,  T17,  T23,  T24,  T25,  T26,  T27,  T28,  T29,  T30,  T31,  T32,  T33,  T34,  A5a  

1.4. Assess  information  on  project   L3,  L4,  L5,  L6,  L7,  L8,  L12,  A3b,  A3d,  A5a  2. Modeling  and  Materials    

2.1. Introduction   T17,  T23,  T24,  T25,  T26,  T27  2.2. Modeling  5  styles  of  wooden  blocks   S1a,  S1b,  S1c,  S1e,  M1h,  M1i,  M3a,  M3b,  

M3e,  M3f,  M3g,  M3h,  M3i,    M3m,  M4a,  L3,  L7,  L8,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  A1a,  A1b,  A1c,  A2b  

2.3. Modeling  an  open  cardboard  box   S1a,  S1b,  S1c,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  L3,  L7,  L8,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  A1a,  A1b,  A1c,  A2b  

2.4. Modeling  a  bucket  with  handle   S1a,  S1b,  S1c,  S3d,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3m,  M4a,  L3,  L7,  L8,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  A1a,  A1b,  A1c,  A2b  

2.5. Modeling  a  section  of  track   S1a,  S1b,  S1c,  S3d,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3m,  M4a,  L3,  L7,  L8,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  A1a,  A1b,  A1c,  A2b  

2.6. Modeling  an  antique  washboard   S1a,  S1b,  S1c,  S3d,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3m,  M4a,  L3,  L7,  L8,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  A1a,  A1b,  A1c,  A2b  

2.7. Creating  materials  for  the  scene  objects   S1a,  S1b,  S1c,  S1e,  S6b,  L3,  L7,  L8,  T3,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T33,  T34,  A1a,  A1b,  A1c,  A6c  

2.8. Assembling  the  track  sections  to  create  your  layout  

 

3. Lighting  and  Animation    3.1. Introduction  to  animation  concepts  and  the  

Maya  UI  animation  tools  S1a,  S1b,  S1c,  S1e,  S4e,  S2a,  S6b,  S8a,  S8b,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  L3,  L7,  L8,  T3,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c  

3.2. Creating  a  path  animation  using  curve-­‐on-­‐ S1a,  S1b,  S1c,  S1e,  S2a,  S6b,  S8a,  S8b,  

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surface   M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  L3,  L7,  L8,  T3,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c  

3.3. Creating  motion  path  markers  to  vary  the  path  animation  speed  

S1b,  S3d,  M2o,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

3.4. Introduction  to  lighting  in  Maya   S1a,  S1b,  T3,  T7,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  T33,  T34,  A1a,  A6c  

3.5. Creating  your  scene  and  adding  lights   S1a,  S1e,  M3a,  M3b,  M3e,  M3f,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A6c  

3.6. Creating  and  animating  a  camera  and  aim,  and  rendering  preview  animations  and  still  images  

S1a,  S1b,  S1c,  S1e,  S2a,  S6b,  S8a,  S8b,  M1h,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  L3,  L7,  L8,  T3,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c,  A6c  

4. Extras    4.1. Introduction  to  mapping  in  Maya   S1a,  S1e,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  

T27,  T32,  T34,  A1a,  A1b,  A1c,  A6c  4.2. UV  unwrap,  editing  and  creating  maps  in  

Adobe  Photoshop    

S1a,  S1b,  S1c,  S1e,  S6b,  S8a,  S8b,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  M5c,  L7,  L8,  T3,  T8,  T17,  T22,  T23,  T24,  T25,  T26,  T27,  T30,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c,  A6c  

4.3. Introduction  to  dynamics   S1a,  S1b,  S1e,  S3d,  S6b,  M1i,  M3a,  M3b,  M3g,  M3h,  M3i,  M3j,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A6c  

4.4. Using  dynamics  to  animate  a  car  launcher   S1a,  S1b,  S1e,  S3d,  S6b,  M1i,  M3a,  M3b,  M3e,  M3f,  M3g,  M3h,  M3m,  M4a,  T3,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T31,  T32,  T33,  T34,  A1a,  A1b,  A1c,  A6c  

4.5. Adding  and  animating  3-­‐dimensional  text   S1e,  M2f,  M2k,  M3a,  M3b,  M3e,  M3f,  M3i,  M3j,  M3m,  M4a,  T8,  T17,  T22,  T24,  T25,  T26,  T27,  T32,  A1a,  A1b,  A1c,  A6c  

 

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◄  Appendix  A  -­‐  Tables  of  Academic  Standards     †  Note:  Marked  standards  are  addressed  in  the  Animation  Academy.  

 ◄  †Science  Content  Standards  from  NCSESA  Grades:  9  –  12     National  Council  for  Science  Education  Standards  Assessment    

◄  S1  †Unifying  Concepts  and  Processes  a) †Systems,  order  and  organization  b) †Evidence,  models,  and  explanation  c) †Change,  constancy  and  explanation  d) Evolution  and  equilibrium  e) †Form  and  Function  

 ◄  S2  †Science  as  Inquiry  In  the  vision  presented  by  the  Standards,  inquiry  is  a  step  beyond  "science  as  a  process,"  in  which  students  learn  skills,  such  as  observation,  inference,  and  experimentation.  The  new  vision  includes  the  "processes  of  science"  and  requires  that  students  combine  processes  and  scientific  knowledge  as  they  use  scientific  reasoning  and  critical  thinking  to  develop  their  understanding  of  science.  Engaging  students  in  inquiry  helps  students  develop.  

a) †Abilities  necessary  to  do  scientific  inquiry  b) Understanding  and  applying  scientific  method  

 ◄  S3  †Physical  Sciences  The  standards  for  physical  science,  life  science,  and  earth  and  space  science  describe  the  subject  matter  of  science  using  three  widely  accepted  divisions  of  the  domain  of  science.  Science  subject  matter  focuses  on  the  science  facts,  concepts,  principles,  theories,  and  models  that  are  important  for  all  students  to  know,  understand,  and  use.    

a) Structure  of  atoms  b) †Structure  and  properties  of  matter  c) Chemical  reactions  d) †Motions  and  forces  e) Conservation  of  energy  and  increase  in  disorder  f) Interactions  of  energy  and  matter  

   ◄  S4  †Life  Sciences  

a) The  cell  b) Molecular  basis  of  heredity  c) Biological  evolution  d) Interdependence  of  organisms  e) †Matter,  energy,  and  organization  in  living  systems  f) Behavior  of  organisms  

 ◄  S5  †Earth  and  Space  Sciences  

a) †Energy  in  the  earth  system  b) Origin  and  evolution  of  the  earth  system  c) †Meteorology  d) Geochemical  cycles  e) Origin  and  evolution  of  the  universe  f) †Astronomy  

 

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◄  S6  †Science  and  Technology  The  science  and  technology  standards  establish  connections  between  the  natural  and  designed  worlds  and  provide  students  with  opportunities  to  develop  decision-­‐making  abilities.  They  are  not  standards  for  technology  education;  rather,  these  standards  emphasize  abilities  associated  with  the  process  of  design  and  fundamental  understandings  about  the  enterprise  of  science  and  its  various  linkages  with  technology.  

a) Characteristics  of  technological  design  b) †Understanding  relationship  between  science  and  technology  

 ◄  S7  †Science  and  Societal  Challenges  An  important  purpose  of  science  education  is  to  give  students  a  means  to  understand  and  act  on  personal  and  social  issues.  The  science  in  personal  and  social  perspectives  standards  help  students  develop  decision-­‐making  skills.  

a) Personal  and  community  health  b) Population  growth  c) Natural  resources  d) Environmental  quality  e) Natural  and  human-­‐induced  hazards  f) †Science  and  technology  in  local,  national,  and  global  challenges    

◄  S8  †History  and  Enterprise  of  Science    In  learning  science,  students  need  to  understand  that  science  reflects  its  history  and  is  an  ongoing,  changing  enterprise.  The  standards  for  the  history  and  nature  of  science  recommend  the  use  of  history  in  school  science  programs  to  clarify  different  aspects  of  scientific  inquiry,  the  human  aspects  of  science,  and  the  role  that  science  has  played  in  the  development  of  various  cultures.  

a) †Science  as  a  human  endeavor  b) †Nature  of  scientific  knowledge  c) Historical  perspectives  

 ◄  †Math  Standards  from  NCTM  Grades:  9  –  12     National  Council  of  Teachers  of  Mathematics    

M1  †Number  and  Operations  ◄  †Understand  numbers,  ways  of  representing  numbers,  relationships  among  numbers,  and  number  systems.  

a) †Develop  a  deeper  understanding  of  very  large  and  very  small  numbers  and  of  various  representations  of  them;  b) Compare  and  contrast  the  properties  of  numbers  and  number  systems,  including  the  rational  and  real  numbers,  

and  understand  complex  numbers  as  solutions  to  quadratic  equations  that  do  not  have  real  solutions;  c) Understand  vectors  and  matrices  as  systems  that  have  some  of  the  properties  of  the  real-­‐number  system;  d) Use  number-­‐theory  arguments  to  justify  relationships  involving  whole  numbers.    

◄  †Understand  meanings  of  operations  and  how  they  relate  to  one  another.  e) †Judge  the  effects  of  such  operations  as  multiplication,  division,  and  computing  powers  and  roots  on  the  

magnitudes  of  quantities;  f) Develop  an  understanding  of  properties  of,  and  representations  for,  the  addition  and  multiplication  of  vectors  and  

matrices;  g) Develop  an  understanding  of  permutations  and  combinations  as  counting  techniques.  

 ◄  †Compute  fluently  and  make  reasonable  estimates.  

h) †Develop  fluency  in  operations  with  real  numbers,  vectors,  and  matrices,  using  mental  computation  or  paper-­‐and-­‐pencil  calculations  for  simple  cases  and  technology  for  more-­‐complicated  cases;  

i) †Judge  the  reasonableness  of  numerical  computations  and  their  results.  

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 M2  †Algebra  Standard  ◄  †Understand  patterns,  relations,  and  functions.  

a) Generalize  patterns  using  explicitly  defined  and  recursively  defined  functions;  b) Understand  relations  and  functions  and  select,  convert  flexibly  among,  and  use  various  representations  for  them;  c) Analyze  functions  of  one  variable  by  investigating  rates  of  change,  intercepts,  zeros,  asymptotes,  and  local  and  

global  behavior;  d) Understand  and  perform  transformations  such  as  arithmetically  combining,  composing,  and  inverting  commonly  

used  functions,  using  technology  to  perform  such  operations  on  more-­‐complicated  symbolic  expressions;  e) Understand  and  compare  the  properties  of  classes  of  functions,  including  exponential,  polynomial,  rational,  

logarithmic,  and  periodic  functions;  f) †Interpret  representations  of  functions  of  two  variables.  

 ◄  †Represent  and  analyze  mathematical  situations  and  structures  using  algebraic  symbols.  

g) Understand  the  meaning  of  equivalent  forms  of  expressions,  equations,  inequalities,  and  relations;  h) Write  equivalent  forms  of  equations,  inequalities,  and  systems  of  equations  and  solve  them  with  fluency—mentally  

or  with  paper  and  pencil  in  simple  cases  and  using  technology  in  all  cases;  i) Use  symbolic  algebra  to  represent  and  explain  mathematical  relationships;  j) Use  a  variety  of  symbolic  representations,  including  recursive  and  parametric  equations,  for  functions  and  

relations;  k) †Judge  the  meaning,  utility,  and  reasonableness  of  the  results  of  symbol  manipulations,  including  those  carried  out  

by  technology.    ◄  Use  mathematical  models  to  represent  and  understand  quantitative  relationships.  

l) Identify  essential  quantitative  relationships  in  a  situation  and  determine  the  class  or  classes  of  functions  that  might  model  the  relationships;  

m) Use  symbolic  expressions,  including  iterative  and  recursive  forms,  to  represent  relationships  arising  from  various  contexts;  

n) Draw  reasonable  conclusions  about  a  situation  being  modeled.    ◄  †Analyze  change  in  various  contexts.  

o) †Approximate  and  interpret  rates  of  change  from  graphical  and  numerical  data.    

M3  †Geometry  Standard  ◄  †Analyze  characteristics  and  properties  of  two  and  three  dimensional  geometric  shapes  and  develop  mathematical  arguments  about  geometric  relationships.  

a) †Analyze  properties  and  determine  attributes  of  two-­‐  and  three-­‐dimensional  objects;  b) †Explore  relationships  (including  congruence  and  similarity)  among  classes  of  two-­‐  and  three-­‐dimensional  

geometric  objects,  make  and  test  conjectures  about  them,  and  solve  problems  involving  them;  c) Establish  the  validity  of  geometric  conjectures  using  deduction,  prove  theorems,  and  critique  arguments  made  by  

others;  d) Use  trigonometric  relationships  to  determine  lengths  and  angle  measures.  

 ◄  †Specify  locations  and  describe  spatial  relationships  using  coordinate  geometry  and  other  representational  systems.  

e) †Use  Cartesian  coordinates  and  other  coordinate  systems,  such  as  navigational,  polar,  or  spherical  systems,  to  analyze  geometric  situations;  

f) †Investigate  conjectures  and  solve  problems  involving  two-­‐  and  three-­‐dimensional  objects  represented  with  Cartesian  coordinates.  

 

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◄  †Apply  transformations  and  use  symmetry  to  analyze  mathematical  situations.  g) †Understand  and  represent  translations,  reflections,  rotations,  and  dilations  of  objects  in  the  plane  by  using  

sketches,  coordinates,  vectors,  function  notation,  and  matrices;  h) †Use  various  representations  to  help  understand  the  effects  of  simple  transformations  and  their  compositions.  

 ◄  †Use  visualization,  spatial  reasoning,  and  geometric  modeling  to  solve  problems.  

i) †Draw  and  construct  representations  of  two-­‐  and  three-­‐dimensional  geometric  objects  using  a  variety  of  tools;  j) †Visualize  three-­‐dimensional  objects  and  spaces  from  different  perspectives  and  analyze  their  cross  sections;  k) Use  vertex-­‐edge  graphs  to  model  and  solve  problems;  l) Use  geometric  models  to  gain  insights  into,  and  answer  questions  in,  other  areas  of  mathematics;  m) †Use  geometric  ideas  to  solve  problems  in,  and  gain  insights  into,  other  disciplines  and  other  areas  of  interest  such  

as  art  and  architecture.    M4  †Measurement  Standard  ◄  †Understand  measurable  attributes  of  objects  and  the  units,  systems,  and  processes  of  measurement.  

a) †Make  decisions  about  units  and  scales  that  are  appropriate  for  problem  situations  involving  measurement.    

◄  Apply  appropriate  techniques,  tools,  and  formulas  to  determine  measurements.  b) Analyze  precision,  accuracy,  and  approximate  error  in  measurement  situations;  c) Understand  and  use  formulas  for  the  area,  surface  area,  and  volume  of  geometric  figures,  including  cones,  spheres,  

and  cylinders;  d) Apply  informal  concepts  of  successive  approximation,  upper  and  lower  bounds,  and  limit  in  measurement  

situations;  e) Use  unit  analysis  to  check  measurement  computations.  

 M5  †Data  Analysis  and  Probability  Standard  ◄  †Formulate  questions  that  can  be  addressed  with  data  and  collect,  organize,  and  display  relevant  data  to  answer  them.  

a) Understand  the  differences  among  various  kinds  of  studies  and  which  types  of  inferences  can  legitimately  be  drawn  from  each;  

b) Know  the  characteristics  of  well-­‐designed  studies,  including  the  role  of  randomization  in  surveys  and  experiments;  c) †Understand  the  meaning  of  measurement  data  and  categorical  data,  of  univariate  and  bivariate  data,  and  of  the  

term  variable;  d) Understand  histograms,  parallel  box  plots,  and  scatterplots  and  use  them  to  display  data;  e) Compute  basic  statistics  and  understand  the  distinction  between  a  statistic  and  a  parameter.  

 ◄  Select  and  use  appropriate  statistical  methods  to  analyze  data  

f) For  univariate  measurement  data,  be  able  to  display  the  distribution,  describe  its  shape,  and  select  and  calculate  summary  statistics;  

g) For  bivariate  measurement  data,  be  able  to  display  a  scatterplot,  describe  its  shape,  and  determine  regression  coefficients,  regression  equations,  and  correlation  coefficients  using  technological  tools;  

h) Display  and  discuss  bivariate  data  where  at  least  one  variable  is  categorical;  i) Recognize  how  linear  transformations  of  univariate  data  affect  shape,  center,  and  spread;  j) Identify  trends  in  bivariate  data  and  find  functions  that  model  the  data  or  transform  the  data  so  that  they  can  be  

modeled.    ◄  Develop  and  evaluate  inferences  and  predictions  that  are  based  on  data  

k) Use  simulations  to  explore  the  variability  of  sample  statistics  from  a  known  population  and  to  construct  sampling  distributions;  

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l) Understand  how  sample  statistics  reflect  the  values  of  population  parameters  and  use  sampling  distributions  as  the  basis  for  informal  inference;  

m) Evaluate  published  reports  that  are  based  on  data  by  examining  the  design  of  the  study,  the  appropriateness  of  the  data  analysis,  and  the  validity  of  conclusions;  

n) Understand  how  basic  statistical  techniques  are  used  to  monitor  process  characteristics  in  the  workplace.    ◄  Understand  and  apply  basic  concepts  of  probability  

o) Understand  the  concepts  of  sample  space  and  probability  distribution  and  construct  sample  spaces  and  distributions  in  simple  cases;  

p) Use  simulations  to  construct  empirical  probability  distributions;  q) Compute  and  interpret  the  expected  value  of  random  variables  in  simple  cases;  r) Understand  the  concepts  of  conditional  probability  and  independent  events;  s) Understand  how  to  compute  the  probability  of  a  compound  event.  

 ◄  †Language  Arts  Standards  from  NCTE  Grades:  9  –  12  

National  Council  of  Teachers  of  English    ◄  L1  Reading  for  Perspective  

Students  read  a  wide  range  of  print  and  non-­‐print  texts  to  build  an  understanding  of  texts,  of  themselves,  and  of  the  cultures  of  the  United  States  and  the  world;  to  acquire  new  information;  to  respond  to  the  needs  and  demands  of  society  and  the  workplace;  and  for  personal  fulfillment.  Among  these  texts  are  fiction  and  nonfiction,  classic  and  contemporary  works.  

 ◄  L2  Understanding  the  Human  Experience  

Students  read  a  wide  range  of  literature  from  many  periods  in  many  genres  to  build  an  understanding  of  the  many  dimensions  (e.g.,  philosophical,  ethical,  aesthetic)  of  human  experience.  

 ◄  L3  †Evaluation  Strategies  

Students  apply  a  wide  range  of  strategies  to  comprehend,  interpret,  evaluate,  and  appreciate  texts.  They  draw  on  their  prior  experience,  their  interactions  with  other  readers  and  writers,  their  knowledge  of  word  meaning  and  of  other  texts,  their  word  identification  strategies,  and  their  understanding  of  textual  features  (e.g.,  sound-­‐letter  correspondence,  sentence  structure,  context,  graphics).  

 ◄  L4  †Communication  Skills  

Students  adjust  their  use  of  spoken,  written,  and  visual  language  (e.g.,  conventions,  style,  vocabulary)  to  communicate  effectively  with  a  variety  of  audiences  and  for  different  purposes.  

 ◄  L5  †Communication  Strategies  

Students  employ  a  wide  range  of  strategies  as  they  write  and  use  different  writing  process  elements  appropriately  to  communicate  with  different  audiences  for  a  variety  of  purposes.  

 ◄  L6  †Applying  Knowledge  

Students  apply  knowledge  of  language  structure,  language  conventions  (e.g.,  spelling  and  punctuation),  media  techniques,  figurative  language,  and  genre  to  create,  critique,  and  discuss  print  and  non-­‐print  texts.  

 ◄  L7  †Evaluating  Data  

Students  conduct  research  on  issues  and  interests  by  generating  ideas  and  questions,  and  by  posing  problems.  They  gather,  evaluate,  and  synthesize  data  from  a  variety  of  sources  (e.g.,  print  and  non-­‐print  texts,  artifacts,  people)  to  communicate  their  discoveries  in  ways  that  suit  their  purpose  and  audience.  

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 ◄  L8  †Developing  Research  Skills  

Students  use  a  variety  of  technological  and  information  resources  (e.g.,  libraries,  databases,  computer  networks,  video)  to  gather  and  synthesize  information  and  to  create  and  communicate  knowledge.  

 ◄  L9  Multicultural  Understanding  

Students  develop  an  understanding  of  and  respect  for  diversity  in  language  use,  patterns,  and  dialects  across  cultures,  ethnic  groups,  geographic  regions,  and  social  roles.    

◄  L10  Applying  Non-­‐English  Perspectives  Students  whose  first  language  is  not  English  make  use  of  their  first  language  to  develop  competency  in  the  English  language  arts  and  to  develop  understanding  of  content  across  the  curriculum.  

 ◄  L11  Participating  in  Society  

Students  participate  as  knowledgeable,  reflective,  creative,  and  critical  members  of  a  variety  of  literacy  communities.    ◄  L12  †Applying  Language  Skills  

Students  use  spoken,  written,  and  visual  language  to  accomplish  their  own  purposes  (e.g.,  for  learning,  enjoyment,  persuasion,  and  the  exchange  of  information).  

 ◄  †Technology  Standards  from  ITEA*  Grades:  9  -­‐  12  

International  Technical  Educators  Association    *Note:  The  ITEA  standards  address  technology  concepts.  They  are  numbered  1-­‐20.  We’ve  included  additional  standards  which  address  applied  technology  and  related  psycho-­‐motor  skills  which  we  gathered  from  various  state  standards.  These  additions  are  numbered  21-­‐34.    ◄  †The  Nature  of  Technology  

1. †Develop  an  understanding  of  the  characteristics  and  scope  of  technology.  2. Develop  an  understanding  of  the  core  concepts  of  technology.  3. †Develop  an  understanding  of  the  relationships  among  technologies  and  the  connections  between  technology  and  

other  fields  of  study.    ◄  †Technology  and  Society  

4. Develop  an  understanding  of  the  cultural,  social,  economic,  and  political  effects  of  technology.  5. Develop  an  understanding  of  the  effects  of  technology  on  the  environment.  6. Develop  an  understanding  of  the  role  of  society  in  the  development  and  use  of  technology.  7. †Develop  an  understanding  of  the  influence  of  technology  on  history.  

 ◄  †Design  

8. †Develop  an  understanding  of  the  attributes  of  design.  9. Develop  an  understanding  of  engineering  design.  10. Develop  an  understanding  of  the  role  of  troubleshooting,  research  and  development,  invention  and  innovation,  and  

experimentation  in  problem  solving.    ◄  Abilities  for  a  Technological  World  

11. Develop  abilities  to  apply  the  design  process.  12. Develop  abilities  to  use  and  maintain  technological  products  and  systems.  13. Develop  abilities  to  assess  the  impact  of  products  and  systems.  

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 ◄  †The  Designed  World  

14. Develop  an  understanding  of  and  be  able  to  select  and  use  medical  technologies.  15. Develop  an  understanding  of  and  be  able  to  select  and  use  agricultural  and  related  biotechnologies.  16. Develop  an  understanding  of  and  be  able  to  select  and  use  energy  and  power  technologies.  17. †Develop  an  understanding  of  and  be  able  to  select  and  use  information  and  communication  technologies.  18. Develop  an  understanding  of  and  be  able  to  select  and  use  transportation  technologies.  19. Develop  an  understanding  of  and  be  able  to  select  and  use  manufacturing  technologies.  20. Develop  an  understanding  of  and  be  able  to  select  and  use  construction  technologies.    

   ◄  †Basic  Technology  Operations*  

21. †Demonstrate  a  sound  understanding  of  the  nature  and  operation  of  technology  systems.    22. †Understanding  and  demonstrating  modeling,  scenarios.  23. †Show  proficiency  in  the  use  of  technology.    

 ◄  †Technology  Productivity  Tools*  

24. †Use  technology  tools  to  enhance  learning,  increase  productivity,  and  promote  creativity.    25. †Use  productivity  tools  to  collaborate  in  constructing  technology-­‐enhanced  models,  prepare  publications,  and  

produce  other  creative  works.    26. †Practice  responsible  use  of  technology  systems,  information,  and  software.    27. †Develop  positive  attitudes  toward  technology  uses  that  support  lifelong  learning,  collaboration,  personal  pursuits,  

and  productivity.      

◄  †Technology  Communication  Tools*  

28. †Use  telecommunications  to  collaborate,  publish,  and  interact  with  peers,  experts,  and  other  audiences.    29. †Use  a  variety  of  media  and  formats  to  communicate  information  and  ideas  effectively  to  multiple  audiences.      

◄  †Technology  Research  Tools*  

30. †Use  technology  to  locate,  evaluate,  and  collect  information  from  a  variety  of  sources.    31. Use  technology  tools  to  process  data  and  report  results.    32. †Evaluate  and  select  new  information  resources  and  technological  innovations  based  on  the  appropriateness  for  

specific  tasks.    

◄  †Technology  Problem-­‐Solving  and  Decision-­‐Making  Tools*  

33. †Use  technology  resources  for  solving  problems  and  making  informed  decisions.    34. †Employ  technology  in  the  development  of  strategies  for  solving  problems  in  the  real  world.    

 ◄  †Visual  Arts  Standards  from  NAEA  Grades:  9  –  12  

National  Art  Education  Association    

◄  †  1  Understanding  and  Applying  Media,  Techniques,  and  Processes  Proficient  

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a) †Students  apply  media,  techniques,  and  processes  with  sufficient  skill,  confidence,  and  sensitivity  that  their  intentions  are  carried  out  in  their  artworks.  

b) †Students  conceive  and  create  works  of  visual  art  that  demonstrate  an  understanding  of  how  the  communication  of  their  ideas  relates  to  the  media,  techniques,  and  processes  they  use.  

Advanced  c) †Students  communicate  ideas  regularly  at  a  high  level  of  effectiveness  in  at  least  one  visual  arts  medium.  d) †Students  initiate,  define,  and  solve  challenging  visual  arts  problems  independently  using  intellectual  skills  such  as  

analysis,  synthesis,  and  evaluation.    

◄  †  2  Using  Knowledge  of  Structures  and  Functions    Proficient  a) †Students  demonstrate  the  ability  to  form  and  defend  judgments  about  the  characteristics  and  structures  to  

accomplish  commercial,  personal,  communal,  or  other  purposes  of  art.  b) †Students  evaluate  the  effectiveness  of  artworks  in  terms  of  organizational  structures  and  functions.  c) †Students  create  artworks  that  use  organizational  principles  and  functions  to  solve  specific  visual  arts  problems.  Advanced  d) Students  demonstrate  the  ability  to  compare  two  or  more  perspectives  about  the  use  of  organizational  principles  

and  functions  in  artwork  and  to  defend  personal  evaluations  of  these  perspectives.  e) Students  create  multiple  solutions  to  specific  visual  arts  problems  that  demonstrate  competence  in  producing  

effective  relationships  between  structural  choices  and  artistic  functions.    

◄  †  3  Choosing  and  Evaluating  a  Range  of  Subject  Matter,  Symbols  and  Ideas  Proficient  a) †Students  reflect  on  how  artworks  differ  visually,  spatially,  temporally,  and  functionally,  and  describe  how  these  are  

related  to  history  and  culture.  b) †Students  apply  subjects,  symbols,  and  ideas  in  their  artworks  and  use  the  skills  gained  to  solve  problems  in  daily  

life.  Advanced  c) †Students  describe  the  origins  of  specific  images  and  ideas  and  explain  why  they  are  of  value  in  their  artwork  and  in  

the  work  of  others.  d) †Students  evaluate  and  defend  the  validity  of  sources  for  content  and  the  manner  in  which  subject  matter,  symbols,  

and  images  are  used  in  the  students'  works  and  in  significant  works  by  others.    

◄  †  4  Understanding  the  Visual  Arts  in  Relation  to  History  and  Cultures  Proficient  a) Students  differentiate  among  a  variety  of  historical  and  cultural  contexts  in  terms  of  characteristics  and  purposes  of  

works  of  art.  b) †Students  describe  the  function  and  explore  the  meaning  of  specific  art  objects  within  varied  cultures,  times,  and  

places.  c) Students  analyze  relationships  of  works  of  art  to  one  another  in  terms  of  history,  aesthetics,  and  culture,  justifying  

conclusions  made  in  the  analysis  and  using  such  conclusions  to  inform  their  own  art  making.  Advanced  d) Students  analyze  and  interpret  artworks  for  relationships  among  form,  context,  purposes,  and  critical  models,  

showing  understanding  of  the  work  of  critics,  historians,  aestheticians,  and  artists.  e) Students  analyze  common  characteristics  of  visual  arts  evident  across  time  and  among  cultural/ethnic  groups  to  

formulate  analyses,  evaluations,  and  interpretations  of  meaning.    

◄  †  5  Reflecting  Upon  and  Assessing  the  Characteristics  and  Merits  of  Their  Work  and  the  Work  of  Others  Proficient  

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a) †Students  identify  intentions  of  those  creating  artworks,  explore  the  implications  of  various  purposes,  and  justify  their  analyses  of  purposes  in  particular  works.  

b) †Students  describe  meanings  of  artworks  by  analyzing  how  specific  works  are  created  and  how  they  relate  to  historical  and  cultural  contexts.  

c) Students  reflect  analytically  on  various  interpretations  as  a  means  for  understanding  and  evaluating  works  of  visual  art.  

Advanced  d) †Students  correlate  responses  to  works  of  visual  art  with  various  techniques  for  communicating  meanings,  ideas,  

attitudes,  views,  and  intentions.    ◄  †  6  Making  Connections  Between  Visual  Arts  and  Other  Disciplines  

Proficient  a) Students  compare  the  materials,  technologies,  media,  and  processes  of  the  visual  arts  with  those  of  other  arts  

disciplines  as  they  are  used  in  creation  and  types  of  analysis.  b) Students  compare  characteristics  of  visual  arts  within  a  particular  historical  period  or  style  with  ideas,  issues,  or  

themes  in  the  humanities  or  sciences.  Advanced  c) †Students  synthesize  the  creative  and  analytical  principles  and  techniques  of  the  visual  arts  and  selected  other  arts  

disciplines,  the  humanities,  or  the  sciences.