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Instituția Privată Liceul” Școala Internațională Heritage”

Approved:
Director of the International Heritage School, Chisinau
Robert Ford
Coordinated Inga Chiosa
Long Term Teaching Planning
School year: 2020-2021

IT CLUB
Computer modelling
Primary school
Grade 3E

Teacher: Cires Anna Maria


Number of lessons: 35
 

CHISINĂU 2020
EXPLANATORY NOTE
Computer graphics is a field of computer science dealing with the problems of obtaining various images (drawings, drawings, animation,
etc.) on a computer.
Today computer graphics are a significant factor in the modern aesthetic environment (the organization of the material, subject and spiritual
environment of a person). This is the primary importance of computer graphics for the aesthetic education of a child. Educational influence becomes
especially relevant when acquaintance with computer graphics reaches the level of practical activity of a school student and is implemented in the
social environment surrounding the child in the form of projects created by him (for example, creating a new design for his own apartment or
house).
One of the advantages of introducing information computer technologies into the educational process is the implementation of the principle
of visualization of teaching at a qualitatively new level. This principle is one of the fundamental principles of teaching. The use of computer
graphics allows you to make the studied events and phenomena more visual, and, therefore, accessible, thus, turning the learning process into a
more comfortable one for the student and increasing the level of perception of the studied material.
Three-dimensional (3D) graphics is the process of creating a volumetric model using special computer programs.
A three-dimensional image on a plane differs from a two-dimensional one in that it includes the construction of a geometric projection of a
three-dimensional model onto a plane using specialized programs. In a special program, the model can be viewed from all sides (top, bottom, side),
embedded on any plane and in any environment. 3D graphics typically deal with a virtual, imaginary three-dimensional space that is displayed on a
flat, two-dimensional surface of a display or sheet of paper.
To date, objects of three-dimensional graphics have found the widest application in various industries: construction, interior design,
advertising, cinematography, television, computer animation, medicine, terrain modeling, monitoring and management of objects, site building,
computer games, various industries.
The computer technology used in the course of the lessons makes it possible to make the training sessions more attractive, interesting and
truly modern, as well as to individualize the training.
The recognition that information competence is a basic, key competence for all components of the educational process shows its unique role
in school education.
Such an understanding of the place of informatics orients the school not to develop students' ability to work on a computer, but to form new
ways of thinking, understanding, reflection and activity. It is known that the thinking of students effectively develops in conditions of self-
organization and self-development of the individual. Putting forward personally significant goals and defining ways to achieve them, schoolchildren
effortlessly overcome intellectual difficulties, demonstrate a surge of thinking. In other words, students can develop in the learning process if it is
personally meaningful.
The program of the training course "Computer Modeling" meets the educational needs of students and is focused on a competency-based
approach in the development of technology.
The competence-based approach directs students to more fully express their creative potential and implement their own ideas in the studied
area of knowledge, creates the prerequisites for the application of the mastered techniques of working with documents in other training courses. The
formation of information competence contributes to the emergence of positive motivation aimed at mastering office technologies for various
professions.
The course "Computer Modeling", based on the competence-based approach, enables students to solve complex problems, including non-
algorithmic ones, implemented at different levels, from the simplest to the most advanced, by means of computer graphics. The comparative
characteristics of different teams are multifunctional (they allow solving different tasks by one team and one task by different teams) and
transferable to different areas of activity, including extracurricular
In the course "Computer Modeling" children in a simple and accessible form get acquainted with 3D graphics and the possibilities of various
3D programs. The course covers all areas of 3D graphics:
● 3D graphics,
● visualization of architecture,
● Interior Design,
● 3D animation, modeling.
The purpose of the program is the initial acquaintance of students with the basics of three-dimensional modeling (building three-dimensional models
and their use).
Program objectives:
● formation of the ability to work independently and in a group;
● search and organize information;
● the formation of the ability to quickly and efficiently process and demonstrate information;
Responsibly solve current, including non-standard tasks;
● show initiative and creativity in solving problems;
● get acquainted with the modern principles and methods of creating 3D models based on the use of vector graphics;
● develop the creativity and design skills of students.
● acquaintance with the basic principles of algorithmization and programming in the Kodu Game Lab environment;
● development of an algorithmic style of thinking;
● the development of cognitive processes of the individual, the development of mental actions, the development of general educational
skills;
● fostering interest in the subject of computer science, fostering information culture of students, fostering independence and accuracy.
Age group: students from grades 3-5.

The current control of the level of assimilation of the material is carried out according to the results of the implementation of practical tasks
by students in the lesson. At the end of the course, the student completes an individual project as an assignment using one of the computer
applications reviewed.

Form of organization: IT CLUB.


COURSE STRUCTURE

Number of lessons: 35 (1 h/w.).

Units plan: 3d-5th grades

Number of
No Units
lessons
1. Introduction 2
2. The basics of interior design 12
in Sweet Home 3D
3. The basics of working with 7
the Tinkercad service
4. Building of architectural 14
visualization in the program
SketchUp Make 2016 (2017)
Total: 35
No Lessons subjects Type of lesson Tools Data
3E
1. 3D computer graphics Explanation of the new Presentation 02.09
material
2. 3D Modeling Software (Review) Explanation of the new Presentation 09.09
material

3. Bases of the editor Sweet Home 3D. Importing a Mixed lesson Sweet Home 3D 16.09
plan and creating walls in Sweet Home 3D Version 5.2a
4. Editing walls, adding doors, windows and furniture Mixed lesson Sweet Home 3D 23.09
in Sweet Home 3D Version 5.2a
5. Create and edit rooms in Sweet Home 3D Mixed lesson Sweet Home 3D 30.09
Version 5.2a
6. Importing new 3D objects into Sweet Home 3D. Mixed lesson Sweet Home 3D 07.10
Setting up 3D viewing. Version 5.2a
7. Additional features of Sweet Home 3D. Mixed lesson Sweet Home 3D 14.10
Version 5.2a
8. Project "House of My Dreams" Lesson-workshop Sweet Home 3D 21.10
Version 5.2a
9. Project "House of My Dreams" Lesson-workshop Sweet Home 3D 04.10
Version 5.2a
10. Project "Building a model of a house from a Lesson-workshop Sweet Home 3D 11.10
template" Version 5.2a
11. Project "Building a model of a house from a Lesson-workshop Sweet Home 3D 18.10
template" Version 5.2a
12. Project "Building a model of a house from a Lesson-workshop Sweet Home 3D 25.10
template" Version 5.2a
13. Project "Building a model of a house from a Lesson-workshop Sweet Home 3D 02.12
template" Version 5.2a
14. Project "Building a model of a house from a Lesson-workshop Sweet Home 3D 09.12
template" Version 5.2a
15. The basics of working with the Tinkercad service. Lesson-workshop Browser 16.12
Basic principles of work
16. Actions with objects in Tinkercad. Align and Mirror Lesson-workshop Browser 23.12
operations
17. Creating and editing objects in Tinkercad. Working Lesson-workshop Browser 13.01
with the Community Menu and Your Shape
Generators
18. Project “Snowflakes” Lesson-workshop Browser 20.01
19. Simple and complex functions in Tinkercad Lesson-workshop Browser 27.01
20. Create a keychain with your name in Tinkercad Lesson-workshop Browser 02.02
21. Creating objects in Tinkercad Lesson-workshop Browser 09.02
22. SketchUp Make 2016 Mixed lesson SketchUp Make 2016 16.02
23. Basic SketchUp Tools Mixed lesson SketchUp Make 2016 23.02
24. Create Objects with the Drag&Drop tool Mixed lesson SketchUp Make 2016 02.03
25. Creating complex objects in SketchUp Mixed lesson SketchUp Make 2016 09.03
26. Creating complex objects in SketchUp Mixed lesson SketchUp Make 2016 16.03
27. Texturing objects in SketchUp Mixed lesson SketchUp Make 2016 23.03
28. Importing models into SketchUp Mixed lesson SketchUp Make 2016 30.03
29. Project "My home" Lesson-workshop SketchUp Make 2016 06.04
30. Project "My home" Lesson-workshop SketchUp Make 2016 13.04
31. Furniture Design Project Lesson-workshop SketchUp Make 2016 20.04
32. Furniture Design Project Lesson-workshop SketchUp Make 2016 27.04
33. Castle project Lesson-workshop SketchUp Make 2016 11.05
34. Castle project Lesson-workshop SketchUp Make 2016 18.05
35. Castle project Lesson-workshop SketchUp Make 2016 25.05

PLANNED COURSE RESULTS

The main results of teaching and upbringing in relation to the achievements of personal, social, cognitive and communicative development
provide ample opportunities for students to master knowledge, abilities, skills, personality competencies, the ability and readiness to cognize the
world, learning, cooperation, self-education and self-development. This means that the results of education should be expressed not only in a subject
format, but also have the character of universal skills that provide a general cultural orientation of general education, universalization and
integration of knowledge and ideas.

Requirements for the results of the course are aimed at the implementation of the activity and personality-oriented approaches; mastering by
students of intellectual and practical activities; mastering the knowledge and skills necessary in everyday life.

As part of the Design and Technology course, there are following key competencies:

● fix (write down), search, perceive information, create it, process, evaluate, organize, save, analyze, present, transmit;
● to model and design objects and processes;
● responsibly implement their plans, organize the processes of their activities, including learning, management, interaction with
other people using modern publicly available ICT;
● get acquainted with the types of computer graphics, their functional, structural and technological features;
● learn how to effectively use the hardware and software of a computer when working with three-dimensional computer graphics;
● master the techniques of organizing and self-organizing work in the processing and creation of 3D computer graphics products;
● use the experience of collective development and public protection of the created computer graphics product;
● own the procedure for self-assessment of knowledge and activities and adjust further activities for modeling three-dimensional
models and creating computer graphics products;
● use the basic features of the graphic editors SketchUp Make 2016, Sweet Home 3D, Kodu Game Lab, True Space, Tinkercad,
Autodesk 123d Design, Blender;
● create layouts of architectural buildings;
● use the rules of compositional construction and knowledge about the main components of the interior to develop your own
design layouts;
● use landscape generators to create a three-dimensional image of nature;
● own the principles of working with the timeline;
● create animation clips of three-dimensional objects;
● understand the principles of creating and editing three-dimensional models using polygonal (boxing) and spline modeling
technologies.

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