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Incorporating Animation Concepts and
Principles in STEM Education
Article Review
By: Kari Busard
Western Illinois University
Instructional Design and Education
Group 1: Static Image and Animation in Education
February, 2013
Kari Busard
IDT 560
Article Review
February, 2013
1
Image 1
Image 2
Introduction
The article, Incorporating Animation Concepts and Principles in STEM Education by
Harrison & Hummell (2010), is an introductory and informational article on the history of
animation and how it fits in to today’s STEM (Science, Technology, Engineering, and
Mathematics) educational system. It takes you through the evolution of various types of
animation, explains example lessons for students using various types of animation, and gives a
working model of how to choose the proper animation style.
History
The roots of animation can be found in cave art
during the Paleolithic era. Drawings were done a
progression that conveyed movement of people and animals.
These changing dynamic positions were the world’s first
known animation. The first animation tool that resembles
animation creation in this century was developed in 1834 by
William George Horner. His invention was the Zoetrope
(Image 1). The zoetrope uses still images placed in a
cylinder and spun clock wise while viewing the images
through slits in the cylinder. (Harrison & Hummell, 2010)
Fifty years later, John Barns Linnet created an
American past time, the flip book. (Image 2) A flip book
uses many pages that contain an image in a progressive and
sequential form – such as, throwing a ball, or a smiling
face. When the pages of the small book are flipped quickly,
you view each sequential image rapidly, giving the illusion
of motion. (Image 2)
Kari Busard
IDT 560
Article Review
February, 2013
2
The table below shows various types of animation that we see in our everyday life –
commercials, movies, and advertisements.
When Type About Example
Early
1900’s
Stop
Animation
Claymation
Uses still images in a
progression or clay figures
in a progression. An image
is take at each progression
and the images are strung
together and viewed quickly
to create an animation.
Wallace and Gromit
Image Source
Mid
1900’s
Cel
Animation
Characters are hand drawn
and copied in plastic sheets
that are then painted and
photographed onto film
paper.
Mickey Mouse
Image Source
1990-
Early
2000’s
Computer
Graphic
imagery
(CGI)
Uses complex 2D and 3D
computer software to create
images and movement. Toy
Story (1995) was the first
completely computer
generated movie.
Toy Story
Image Source
Kari Busard
IDT 560
Article Review
February, 2013
3
In Education
With the rapid evolution of animation and its integration into our everyday lives, we can see how
learners today can and do connect with animation use in education materials. Animation use is
becoming more prevalent due to access to current software and familiarity with its uses. The
article states that “because of the complexity and realism, animation is not necessarily superior to
static images when trying to convey concepts through the use of visuals.” However, it goes on to
say that the difficulty understanding animations when related to teaching concepts could
“be alleviated if the animations included some type of user control. User-controllable
animations include functions such as: presentation rate control, directional control, and
scene continuity control. … research has shown that animations convey
concepts/principles better than their static counterparts, although the extent is currently
unknown.” (Harrison & Hummell, 2010)
The article gives examples of lessons for students using three types of animation – hand drawn,
Model animation (puppets and Claymation), and computer generated animation. In addition to
various lessons, the article gives a scientific model and informative list of how to choose your
type of animation – 2D static, 2D dynamic, 3D static, or 3D dynamic. Figure 3 shows a diagram
of the scientific model and Figure 4 shows examples of the types of animation.
2d Dynamic 2d Static
3D Dynamic 3d Static
Figure 3 Figure 4
Kari Busard
IDT 560
Article Review
February, 2013
4
Conclusion
With animation and graphic images being such a large part of our culture an
entertainment industry, it is only fitting that this spill over in helping educators reach tier
audience and connect material. Animation had been around for centuries, and most recently been
available to the masses. This article explains the various types of animation and how to us them
in education materials. In addition, the article also provides great detail and resources for
available software to use for computer generated animation.
Kari Busard
IDT 560
Article Review
February, 2013
5
References
Harrison III, H., & Hummell, L. J. (2010). Incorporating Animation Concepts and Principles in
STEM Education. Technology Teacher, 69(8), 20-25.