UNID tutorial

1.                Name 4 properties of a MovieClip that can be controlled with ActionScript.

Size, Position, Angle, Visibility

 

2.                What is an event in ActionScript that you could use to have code repeat at the current frame rate?

The ENTER_FRAME event is used in ActionScript 3.0 to have code repeat at the current frame rate. For example to have a MovieClip named logo_mc rotate five degrees on every frame, you could write:


addEventListener(Event.ENTER_FRAME, rotateLogo);

Function rotateLogo(e:Event):void {

logo_mc.rotation += 5;

}

 

3.                What is the keyword that is used to create a new instance of an ActionScript class?

class – Defines a class, which lets you instantiate objects that share methods and properties that you define.

 

4.                What is the syntax in ActionScript 3.0 to indicate what type of data will be stored in a variable?

Case Sensitivity, ActionScript 3.0 is a case-sensitive language. Identifiers that differ only in case are considered different identifiers.

 

5.                When creating an instance of the Tween class, what are the parameters (values between the parentheses that are used to determine how the tween behaves)?

When you create a new instance of a Tween class, you pass several parameters. You must indicate the target movie clip object, what property of the movie clip the tween is to affect, the range over which the object is to be tweened, and an easing method to use to calculate the tweened property.

The constructor for the mx.transitions.Tween class has the following parameter names and types:

Tween( obj:Object, prop:String, func:Function, begin:Number, finish:Number, duration:Number, useSeconds:Boolean )

obj – The movie clip object that the Tween instance targets.

prop – A string name of a property in obj to which the values are to be tweened.

func – The easing method that calculates an easing effect for the tweened object’s property values.

begin – A number indicating the starting value of prop (the target object property to be tweened).

finish – A number indicating the ending value of prop (the target object property to be tweened).

duration – A number indicating the length of time of the tween motion. If omitted, the duration is set to infinity by default.

useSeconds – A Boolean value indicating to use seconds if true or frames if false in relation to the value specified in the duration parameter.

Websites Comparison

I’ve found the following 3 websites for comparison.

First, the National Geographic Kids, I find this website is very good as it teachers the kids about animals and places and our environment. Why did i say it is good? It is because, the website uses mostly pictures to attract the attention of their target audience, and they summarize the lengthy explanation into simple summary so that their target audience will not have trouble understanding the information.

http://kids.nationalgeographic.com/kids/

kid

Second,the Garden Of Praise, I find that this website is too lengthy with words. It would be good for teachers or parents to use it for preparation of religious classes but if we ask a child/kid to learn directly from the site, he or she will definitely face problems like, lose of interest as the website is flooded with words, very little pictures to catch their attention and they might face words or things that they hardly understand.

http://gardenofpraise.com/

praise

Third, the Chill Ola, I find this site very interesting as it teaches kids different language. Like the National Geographic, this site uses the same tactic of more pictures less words as pictures helps the kids to understand and learn better. 
http://www.chillola.com/index.html/

learn

Instructional Design

1.         Definition of Instructional Design (ID). What does an ID do? Include an annotation if any.

The process by which instruction is improved through the analysis of learning needs and systematic development of learning materials. Instructional designers often use technology and multimedia as tools to enhance instruction.

Instructional Design as a Discipline:
Instructional Design is that branch of knowledge concerned with research and theory about instructional strategies and the process for developing and implementing those strategies.

Instructional Design as Reality:
Instructional design can start at any point in the design process. Often a glimmer of an idea is developed to give the core of an instruction situation. By the time the entire process is done the designer looks back and her or him checks to see that all parts of the “science” have been taken into account. Then the entire process is written up as if it occurred in a systematic fashion.

ID makes the acquisition of knowledge and skill more efficient, effective, and appealing.

2.         Principles or elements of Instructional Design. Include an annotation if any.

ADDIE – the most common model used for creating instructional materials is the ADDIE Model. This acronym stands for the 5 phases contained in the model (Analyze, Design, Develop, Implement, and Evaluate).
Analyze – The first phase of content development begins with Analysis. Analysis refers to the gathering of information about one’s audience, the tasks to be completed, and the project’s overall goals. The instructional designer then classifies the information to make the content more applicable and successful.
Design – The second phase is the Design phase. In this phase, instructional designers begin to create their project. Information gathered from the analysis phase, in conjunction with the theories and models of instructional design, is meant to explain how the learning will be acquired. For example, the design phase begins with writing a learning objective. Tasks are then identified and broken down to be more manageable for the designer. The final step determines the kind of activities required for the audience in order to meet the goals identified in the Analyze phase.
Develop – The third phase, Development, relates to the creation of the activities being implemented. This stage is where the blueprints in the design phase are assembled.
Implement – After the content is developed, it is then Implemented. This stage allows the instructional designer to test all materials to identify if they are functional and appropriate for the intended audience.
Evaluate – The final phase, Evaluate, ensures the materials achieved the desired goals. The evaluation phase consists of two parts: formative and summative assessment. The ADDIE model is an iterative process of instructional design, meaning at each stage, the designer can assess the project’s elements and revised them if necessary. This process incorporates formative assessment, while the summative assessments contain tests or evaluations created for the content being implemented. This final phase is vital for the instructional design team because it provides data used to alter and enhance the design

    

3.          Give 2 Models of Instructional Design. Include an annotation and a graphic if you find one.

Please look at Part 2 for annotation.

diagram instructionaldesigncyclejpg

4.          What is the difference between Curriculum vs. instruction?

The curriculum is the “what” that is to be taught. Curriculum is designed by state boards of education and education stakeholders; it is influenced by policies, mandates, and legislation.

Instruction is the “how” and the “way” that the curriculum is taught. A teacher can deliver instruction in ways that make it approachable by all students, including those with disabilities, by making it accessible, called differentiated instruction.

5.          Explain the difference between theories of instructional design and theories of learning.

The theories of learning:

Behaviourism; There are three basic assumptions that are held to be true. First, learning is manifested by a change in behaviour. Second, the environment shapes behaviour. Third, the principles of contiguity (closeness of the time between two events must be for a bond to be formed) and reinforcement (means of increasing the likelihood of an event to be repeated) are central to explaining the learning process.
There are two types of possible conditioning;
1) Classical conditioning, where the behaviour becomes a reflex response to stimulus.
2) Operant conditioning (Radical Behaviourism), where there is reinforcement of the behaviour by a reward or punishment. A behaviour may result in reinforcement, which increases the likelihood of the behaviour recurring, or punishment, which decreases the likelihood of the behaviour recurring. A punishment is not considered to be applicable if it does not result in the reduction of the behaviour, and so the terms punishment and reinforcement are determined as a result of the actions.

Cognitivism; Cognitive grew out of Gestalt psychology. Gestalt is roughly translated as “configuration” or “pattern” and emphasizes “the whole” of human experience. Gestalt psychologists proposed looking at the patterns rather than isolated events.  Two key assumptions underlie this cognitive approach: (1) that the memory system is an active organized processor of information and (2) that prior knowledge plays an important role in learning. Cognitive theories look beyond behaviour to explain brain-based learning. Cognitivists consider how human memory works to promote learning.

Constructivism; Constructivism is a revolution in educational psychology. Constructivism emphasizes the importance of active involvement of learners in constructing knowledge for themselves. Constructivism emphasizes top-down processing: begin with complex problems and teach basic skills while solving these problems. Constructivism explains why students do not learn deeply by listening to a teacher, or reading from a textbook. Learning sciences research is revealing the deeper underlying basis of how knowledge construction works. To design effective environments, one needs a very good understanding of what children know when they come to the classroom.

The theories of instructional design:

ADDIE – Analyze, Design, Develop, Implement, Evaluate.

The difference between the theories is, learning theories focus more on the leaner’s behaviours upon learning, as for theories of instructional design, the main focus are gathering information’s of target audience, the tasks to be completed and project’s overall goals.