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Attached to the boat is a timed link to go to the next scene. Click here for larger image
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A task is given to the player. They must now use the navigation tools to find a boat. Click here for larger image
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Activity Background
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View Project
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Teacher and School
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Click here to go to the project
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Rod Hall Bright P-12 College, Victoria, Australia.
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View Kahootz Xpression
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View Kahootz Movie
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Title: Lost Island Author : Tim Download Kahootz Xpression
To download and view a Kahootz Xpression, you must have Kahootz Software or Demo Version.
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Lost Island Quicktime Movie
(476 KB)
A section taken from the featured Xpressions.
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Key Learning Areas
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Theme
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Art & Technology, ICT
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Art for -Creating & Making, Exploring & Responding,
ICT- for visual thinking, creating and communicating
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Year Level
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Student Age
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9
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14 years
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Ability Level
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Class Size |
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Good
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21 students
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Computer Access
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Duration
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One networked computer per student in a laboratory setting
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5 weeks at 3 periods a week
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Rationale and Unit Summary
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The unit has a focus on animation.
As a means to deliver the concept of movement, character development, backgrounds to create a context and a story board,
students are required to produce an animated sequence of scenes that involve an interactive quest for the viewer/participant.
In this case an audience of Year 3 and 4 students. These younger students will also assess the Kahootz outcome using a rubric
as they are the target audience.
This will provide feedback to the middle school students and enable final self evaluation based on the responses received.
The unit fosters knowledge of a range of equipment, processes and technologies based on the design brief. Students are
encouraged to explore a wide range of possible solutions, thinking outside the normal conventions in the development of their
final solution.
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Student Tasks
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Students work independently and collaboratively in the communication of their ideas and purpose around a game making theme. |
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The generation of their ideas results in imaginative solutions for their specific audience. |
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They are extensively involved in problem solving and decision making particularly with the character objects that they incorporate to produce the animated quest. |
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The incorporation of sounds adds dimension to the settings. |
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The application of agreed and negotiated criteria assists the extent to which their Kahootz quest meets the audience needs. |
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Regular file management assists organizational skills. |
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Presentation using a data projector enable the student to showcase their outcomes in the first instance. |
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Students share their outcomes with their peers and the student body on the Kahootz website for the College and by uploading to www.kahootz.com. These provide valuable platforms for the students to display their creative thinking and skills.
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Evaluation enables peer assessment and a personal and group evaluation of the strengths and weaknesses of their decisions and actions in the context of the task.
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The shark has a sound attached and a clickable link. Click here for larger image
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Involvement for Xpression Participant
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Within a P-12 setting, create a multi media experience that has engaging and innovative content and provides a challenge in design, creativity and problem solving.
Students have the benefit of peer and self evaluation and can then promote self esteem through mentoring younger students in their introduction to Kahootz over subsequent classes.
Benefits:
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A self initiated task. |
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Storyboarding and forward planning. |
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Immediate feedback from peers. |
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Creativity -logical and visual. |
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Complexity - length and depth. |
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Engagement with self and other. |
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Enjoyment. |
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Each participant needs to:
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Work independently and collaboratively. |
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Remain focused on time constraints. |
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Backup work consistently. |
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Undergo evaluation by student target assessors and peers and provide their own self evaluation of their Kahootz Xpression |
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Provide their work for Kahootz website and college network. |
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Learning Outcomes for Student Creator
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Facilitates alternative approaches to teaching and learning that promote thinking and problem solving within a creative framework.
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Fosters a community of like teachers and encourages use of internet promotion opportunities to showcase work and receive teaching feedback.
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Enables celebration of outcomes on the college wide network and promoteds student use of the" adventure games" by being available on the college network. This in itself promotes the teaching unit and attraction toward animation as a subject offering and learning experience.
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Collaborative Potential
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Student assessors who play the adventure game in conjunction with the creator.
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