Download Lesson 5 [1] (68KB)
This lesson takes all the concepts from previous lessons to the next level. Here, students get to show off their stuff using three-dimensional-modeling software. First, demo the software to the class. Then give students free reign to render their designs digitally. You might want to extend this lesson over several class days during which students can work on their design. Students will present their final design to a group of people, so encourage students to knock out a polished product.
Get your students interested in the lesson by asking them
You don’t need to be an expert in graphics or 3-D-modeling software to help students use the application. All it really takes is a little playing around with the interface and tools to get comfortable with it. Most software programs come with free help tutorials. (See Related Resources [6].) Refer to the tutorials when in doubt. Then explain the main tools and techniques to students and let them experiment with the software. Nowadays, kids usually pick up on this information quickly and don’t need much guidance.
Regardless of the program you use, here are some steps to help teach 3-D and animation software:
Ask students to review and critique each other’s designs throughout the assignment using the questions from the previous lesson:
As with other lessons, ask students to incorporate feedback into their final product.
At the end of this lesson, you should have a good idea of each student’s ability to use graphics software, process and apply new skills, and understand Boolean logic. Here are some guiding points to help assess each student.
Download Grading Rubric [8] (364KB)
The student’s mastery of the subject matter is
Excellent: Students have become familiar with the software. They understand and use Boolean shapes, accurately represent their golf-hole design in 3D, and use the animation features to animate a ball rolling through the course.
Good: Students have become familiar with the software. They understand and use Boolean shapes and accurately represent their golf-hole design in 3-D.
Fair: Students have become familiar with the software. They attempt to use Boolean shapes, but do not fully understand them. Students represent their golf-hole design in 3-D, but there are errors in scale or composition. Students do not complete the illustration.
Poor: Students fail to become familiar with the software and struggle to understand the interface.
Links:
[1] http://www.edutopia.org/pdfs/buildsf/edutopia-buildsf-lesson5.pdf
[2] http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112
[3] http://usa.autodesk.com/adsk/servlet/index?id=3781831&siteID=123112
[4] http://students.autodesk.com/?tagent=Q1FY10FEB15GLLucasEdutopia
[5] http://sketchup.google.com/
[6] http://www.edutopia.org/build-sf-lesson-3d-software#related_resources
[7] http://www.edutopia.org/build-sf-lesson-3d-software
[8] http://www.edutopia.org/pdfs/buildsf/edutopia-buildsf-lesson5-GradingRubric.pdf
[9] http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5659302
[10] http://sketchup.google.com
[11] http://www.edutopia.org/build-sf-lesson-blueprints
[12] http://www.edutopia.org/build-sf-lesson-presentation-play