MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY COURSE TITLE: Multimedia III COURSE NUMBER: 9126 CBEDS NUMBER: 5730 DEPARTMENT: Visual and Performing Arts and Career Tech LENGTH OF COURSE: 1 year CREDITS PER SEMESTER: 5 credits GRADE LEVEL(S): 12th REQUIRED OR ELECTIVE: Elective PREREQUISITES: Required Recommended – Multimedia I and II BOARD OF EDUCATION ADOPTION: COURSE DESCRIPTION: Multimedia III is a one-year course that furthers students understanding of the computer as a tool for art. Students practice art/design principles and arts/media/entertainment career skills while using new media (computers, digital cameras, tablets, scanners, etc.) to produce their own original art projects. In this handson studio class, students learn to manipulate various technologies to create advanced level graphics, photographs, design, film and audio. Students will: manipulate light to take advanced photography; continue to manipulate photography and other raster graphics; continue to shoot and edit film projects; continue to edit and add film effects; continue to create illustrations; continue to design, stylize and manipulate text for print, digital distribution and the web. Throughout the course, students develop as graphic designers, filmmakers, artistic collaborators and visual storytellers. COURSE PURPOSE: Multimedia III is an advanced level course for students wishing to explore technology as an art medium. The purpose of the course is to prepare students to become pragmatic and analytical 21st century artists – as such the curriculum is tied very closely to real world applications and career options in art related technology. Throughout the course students are asked to consider and manipulate the fundamentals of art such as design principles (unity, balance, rhythm, emphasis, etc.) and art elements (texture, space, line, shape, form, etc.) using various technology. Moreover, students will be asked to create digital art in response to real and complex problems through project based learning. Students will also be expected to grow as artist-collaborators. Students will consistently participate in critiques, group projects and otherwise support one another. Upon completion of Multimedia III, students will demonstrate proficiency in photography, motion graphics, manipulating graphics, graphic design, film production. Thus students who take this course are beginning to explore art technology career pathways such as graphic design, audio production, film production and illustration. As 1 students gain confidence and ability they will begin to create work responding to personally defined artistic problems. ● COURSE OUTLINE: Unit 1: Advanced Digital Imaging In this unit students will advance their knowledge of photo manipulation skills through using software (like Photoshop). Students will use computer software (like Photoshop) as an art creation/enhancement tool. This unit will also serve as a review of Multimedia I and II’s digital imaging units. Students will work to manipulate raster-based images. Students will combine, modify, correct, enhance, alter, reshape and otherwise refine their artwork to enhance the original intention of their photo. o “f” Art Academic Topics ■ Students will use software to enhance photos and create original artwork, paying particular attention to the elements of art and principles of design. Students will develop as persistent artists who capable of revising their artwork. Students will use digital imaging software not only to enhance photos but as a digital canvas for original artwork. Students will be expected to demonstrate their mastery of art elements and design principles while also applying color theory. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: graphic designer, media and design art technician, fine artists and effects coordinator. By the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 2: Advanced Photography Students work to advance their mastery of photography. Students will work to advance their abilities with digital single-lens reflex (DSLR) cameras. Students must continue to show their understanding of essential art elements (balance, hierarchy and harmony) while also showing a mastery of exposure settings (aperture, shutter and ISO). Students must learn to use the camera in a variety of lighting circumstances. As such students will manipulate white balance and metering to achieve the best color contrast. While students will be encouraged to explore photography as a medium of spontaneity greater emphasis will be placed on planning meticulous shots. Students will study contemporary art photographers, like Jeff Wall-- an artist well known for his meticulous recreations 2 of famous paintings. As such, students will explore photography’s capacity to interact with other mediums. o “f” Art Academic Topics ■ Students will develop visual arts and perceptual skills. This unit focuses on developing student attention to light manipulation, particularly paying attention to color balance and contrast. Students must be able to create original works of art that demonstrate this faculty with lighting while solving a variety of problems. Students will also be asked to develop their ability to plan their artwork before they execute it. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: commercial artist, photojournalist, arts photographer, portrait photographer, and forensic photographer. By the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 3: Advanced Design & Design Theory Students will continue to study and apply their knowledge of page layout coupled with extensive use of typography with specific applications in page design for a variety of projects. Students will be expected to draw, write and illustrate projects in addition to using the full components of art software like InDesign, Photoshop and Illustrator. Students must demonstrate an understanding of graphic design as a form of visual communication. Students must demonstrate how this visual communication must have meaning (must be understandable) and must create valuable (it must be worth something to someone). o “f” Art Academic Topics ■ Students will continue to develop advanced visual arts and perceptual skills. This unit focuses on using space, type and image in accordance with design principles and art elements to define a unique and individual design philosophy. Students will need to consider how different techniques create different tone, character and quality. Students will need to demonstrate an advanced mastery of the principles of design. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: graphic designer, media and design art technician, fine artists and art producer. By 3 the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 4: Motion Design Students will apply their knowledge of animation (from Multimedia II) to typography and graphics. Students will use computer software (like Motion) to create interesting and relevant animation for their graphics. Students must demonstrate an understanding of the way animated graphics/typography can tell a symbolic narrative-- though they rarely tell a literal story. Students will watch credit sequences from Catch Me If You Can, The Incredibles and Skyfall. Students will discuss how these motion graphics capture the spirit of their films while also delivering information. o “f” Art Academic Topics ■ Students must consider art elements and design principles in their animation technique. Moreover students must also use motion design not only as an art creation tool but must also use motion design to support other mediums. As with the graphic design unit, students must demonstrate an understanding of how animation and graphics can be used in unison to communicate and visually create meaning. That is, students must use animation to reinforce some visual set of meaning. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: illustrators, storyboard engineers, animators and graphic designers. By the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 5: Innovation Project & Fair In this unit, student-groups will complete graphic design, film production and photo manipulation in the service of a fictional business plan (completed in their English and Economics classes). The business plan proposes some fictional product that could benefit society in some way (socially, politically, economically...etc.). Students will design the entire plan, film a commercial, create business cards and create promotional material. Moreover the structure of this unit is based on professional modes of operation. We will address concerns, 4 such as schedules, deadlines, design strategy, budgeting, self-promotion, negotiation, ethical standards of practice and professional networking. This unit will include sessions with community entrepreneurs as mentors for presentations, questions and feedback. These community mentors will guide students through the actual process of forming a business. The unit ends with a large fair, off campus. Students will be expected to dress and act professionally. Students will complete and design a presentation to present to “investors” or judges. These judges should be composed of a group of entirely different community entrepreneurs-- so that students are given the opportunity to gain networking skills with professional strangers. In conjunction with the presentation, students will also complete a booth and compete in a fair against their peers. Judges and regular community members can come to the fair and will be given five checks to “invest” in their favorite student-companies. From a combination of presentation scores, fair investments and business-plan scores the top group will receive a prize (ideally a small scholarship). o “f” Art Academic Topics ■ Students will create works of art that communicate appropriate themes inspired by their product and issues associated with their product. Throughout this unit students will encounter a variety of real life visual arts problems. Students will have to use the principles of design and elements of art to find an aesthetically pleasing and appropriate way to communicate. ■ Students will gain important strategies necessary for job hunting like resume building, interviewing skills and portfolio preparation. o CTE- Art, Media & Entertainment Topics ■ Students will create visual communication tools in a business environment. Use of the software and equipment in this unit will prepare students for work in the media careers covered in all previous units. The focus of the unit is on being able to work with a variety of media disciplines to find the best results. By the end of the unit students will know and use the relevant professional skills and vocabulary. Students will also be exposed to many of the policies, procedures and norms. ● Unit 6: History of Film Students will learn about the history of photography through a series of case studies. Students will examine the films of George Melies (A Trip To The Moon), Orson Welles (Citizen Kane), Vittorio De Sica (The Bicycle Thief), Alfred Hitchcock (Psycho) and the Coen brothers (No Country for Old Men). This series of case studies will present students with a very brief history of film. Students will 5 examine film as a storytelling tool and must consider how the growth of technology, culture and context has influenced the way directors tell story through motion picture. o “f” Art Academic Topics ■ Students will take on the role of an art critic and historian so that art history can better inform their own art. Students will study various time periods of film to better articulate how social, economic and political context can influence art production and history. o CTE- Art, Media & Entertainment Topics ■ This unit will prepare students for work in the media careers such as: art historians, curators, illustrators and graphic designers. By the end of the unit students will know and use the relevant professional skills and vocabulary. ● Unit 7: Advanced Film Production This unit further advances student mastery of film production. Students must demonstrate their understanding of lighting, shot composition, filming norms, scriptwriting and storyboarding as taught in Multimedia II. This unit, however, focuses primarily on post-production. Students will learn advanced editing techniques including color correction, audio correction, green screen effects (including keying or compositing) and sound effects. Students will learn about and must develop their own editing philosophies. Students will discuss Edward Dmytryk’s seven rules of editing and Walter Murch’s six rules of editing. Students will use these guidelines in examining films from the previous unit and in their own critiques. o “f” Art Academic Topics ■ Students will create a variety of short movies, with focus on demonstrating varying editing techniques. Students will complete a series of very short films (one minute or less) to explore how varying techniques create different results. Emphasis will be placed on post-production and using editing to revise the meaning of footage. Students must also consider how the editing process is the most unique characteristic of filming-- every other aspect is indebted to another medium (photography, painting, performance, etc.). o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: lighting directors, film loaders, video editors, producers, videographers and camera operators. By the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. 6 Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 8: Filming Utopia and Dystopia Student-groups will make a twenty-thirty minute film exploring the themes of Utopia and Dystopia. This project presents students with the opportunity to create their own vision of our world. Specifically, students should communicate a message about our search for Utopia, the perils of dystopia and how people exist in such environments. While the unit will be very regimented it will be largely self-motivated. Students will need to demonstrate their ability to work together to achieve a singular vision. Indeed, students must overcome all differences in opinion to finish a self-driven and coherent narrative. This unit will culminate with a celebratory film festival, which students must plan and organize. o “f” Art Academic Topics ■ Students will create one focused movie utilizing all of the skills and techniques learned in their three multimedia courses. That is, students must carefully craft their movie considering all its aspects: scriptwriting, storyboarding, production scheduling, group-roles, audio, cinematography, shot composition, acting and editing. Students must demonstrate mastery of pre-production, production and post-production. Moreover, student movies must convey meaning in an interesting and aesthetically motivated way. In each step of the filmmaking process they must overcome many artistic problems using their mastery of art elements and design principles. In short, students must start to develop as auteurs-- or artist-authors of film. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in the media careers such as: lighting directors, film loaders, video editors, producers, videographers and camera operators. By the end of the unit students will know and use the relevant professional skills and vocabulary of the art form. Students will also be exposed to many of the policies, procedures and norms as expected in the art form. ● Unit 9: Self-Defined Capstone Project The course will end with a student-defined capstone project. Students will get into groups of 3-5 and must define, plan, pitch and execute a community-oriented project of their own creation that utilizes the skills learned throughout the three courses. Examples of acceptable projects include a larger film project (a documentary or feature length film), an involved photography project, and other volunteer-internship projects. Student projects must be informed by a social 7 belief. That is, projects should be motivated to create positive social change in the community. Projects should be large enough in scope to account for 100 hours of production time per team member outside of school hours. Each team is required to set up a blog in which they keep track of updates week by week. Each team should maintain a folder with all artifacts from the production. These might include notes from planning sessions, versions of scripts, drafts of design, photos, or anything else relevant. These folders will represent a physical history of the process and must be turned in with the final version of the project. o “f” Art Academic Topics ■ Students must define an artistic and community problem on their own. Students must work to solve the artistic and community problem at the same time using the art-making skills learned throughout Multimedia I, II and III. This unit focuses on turning students into self-motivated artists capable of seeking out problems and solving them on their own terms. o CTE- Art, Media & Entertainment Topics ■ Use of the software and equipment in this unit will prepare students for work in a variety of media careers listed throughout the course. By the end of this unit students will have gained practice in undertaking a task without complete teacher prodding and supervision. Students must practice finding places to practice their artistic and professional skills– a quality necessary in job hunting. By the end of this unit students will have gained important knowledge of strategies for self-promotion and job hunting KEY ASSIGNMENTS: Unit 1: Advanced Digital Imaging ● Panorama Photos: Students will use computer software (like Photoshop) to stitch a series of photographs together to create panoramas of a variety of subjects. The subjects must be both inherent to panoramic proportions (landscape) but should also be experimental (vertical panoramas, stitching photographs together that don’t belong, etc.) ● Warping: Students must use a variety of tools in a computer software to warp a photograph in various ways. Students will warp a human subject to appear older, to change a subject’s mood, to add motion and to add water effects. ● Digital Painting: Students will learn to use computer software as a canvas to paint and mimic painting styles. Students will use a graphic tablet to aid them in creating something hand-crafted but digital. Students must turn in a digital painting of a human subject, an animal and a still life. All paintings in this series of projects must be raster-based. Students will have to complete a discussion and 8 write up on the difference between painting with actual paint and digital (both rasters and vectors). ● Self Portrait: Students must create a poster that represents their personality, aesthetic and digital imaging skills. Students must use a photograph of themselves and add a variety of effects that reflect their own personal aesthetic. Students must incorporate type (must include name and a quote). Unit 2: Advanced Photography ● Exposure: Aperture: Students must take four photographs using Aperture priority mode on a digital camera. For one set of photographs students must use the lowest f-stop possible (largest aperture). Students will photograph a close subject where the background is far away. With the same subject students must then rephotograph their subject using f 7.1, f 11 and f 22. Students must turn in all four photographs along with a right up explaining the different effects created by different aperture sizes. ● Exposure: Shutter Speed: Students must take eight photographs in shutter priority mode. Students must take photographs of one moving object (a moving car, a sports game, a waterfall, etc.). Students will take photographs at 1/1000, 1/500, 1/250, 1/100, 1/60, 1/30, 1/20 and 1/10. Students will turn in all photographs along with a write-up that discusses which shutter speeds create sharpness or blurriness and why. Students must also discuss why lower shutter speeds are often blown out. ● Exposure: ISO: Students must review their twelve photographs from the two previous projects and identify photos that are either too bright (blown out) or too dark. Students must retake these photographs using different ISO settings to adjust for the lighting. Students will then complete a discussion and write up discussing the different effects ISO has on photographs. ● Photographic Portrait (inspired by painting): Students must research a period of art history which lead to many portraits (Renaissance Papal art, Dutch 17th century portraits, etc.) and must use the same methods to create a portrait of someone close to them. For example, if a student was emulating a Dutch portrait, a student might take a portrait of their parent surrounded by their work place. Students are not required to faithfully recreate the picture object by object, but rather to identify the spirit and intent and apply it to a modern day subject. Students will be graded on their visual and verbal understanding of the original painting as well as their accurate recreation of it. Students are also expected to utilize the exposure settings to the best of their ability to recreate the photograph. ● Landscape (inspired by painting): Students will study an art historical era of their choice and find a landscape they find visually appealing for whatever reason. Students must recreate the painting in photographic form. Students are not required to faithfully recreate the picture object by object, but rather to identify 9 the spirit and intent and apply it to a modern day subject. Students will be graded on their visual and verbal understanding of the original painting as well as their accurate recreation of it. Students are also expected to utilize the exposure settings to the best of their ability to recreate the photograph. Unit 3: Advanced Design & Design Theory ● Postcard: Students will design a postcard of their hometown. Students may use photographs, digital painting or any other appropriate medium as the basis of their design. Students must show a consideration for postcards and their faculty as both advertisement and sentimental attachment. ● Historical Event: Students will discuss poster design and the function of a poster. Students will choose one of three historical events (the first heart transplant, the bombings of Hiroshima and Nagasaki, the first flying machines). Students will create a triptych in the form of a poster (to be used as a commemorative poster) to convey a unique perspective of the event. Students will write the text as well as create the visual language for the poster. Students must use three different approaches to their chosen event: type as design personification, repetition or manipulated symbols. ● Declaration of Human Rights: Students will create a visual statement in the form of a poster that illustrates one of the thirty-one Rights of Humanity. Students will research Amnesty International and other human rights organizations to understand their mission and motivations. Students must think of ways in which they can create a strong, effective, meaningful message that supports the chosen right and can be understood by a general audience. Students must also complete a write up exploring the ways poster and other visual art can provoke change. Unit 4: Motion Design ● Animate a Quote: Students must pick a quote they find interesting and animating in some way. They must provide a 30 second graphic animation for the quote that matches the tone, personality and intent of the regular quote. ● Film Credits: After watching the title credits of movies like Catch Me If You Can, The Incredibles and Skyfall, students will create an animated credit sequence for a film of their choice (that does not have an animated credit sequence). Students must create an animated sequence that conveys the credits while also matching the tone and personality of the film. Unit 5: Innovation Project & Fair ● Business Plan: In this assignment student-groups must design a booklet to support a fictional startup company. After writing the components of the plan in their English and Economics courses, students will design a booklet inspired by their fictional product. Students must use space, type and image in a readable and 10 interesting way to make their proposal interesting. Students must create a brand identity associated with their fictional company. This brand should be used as the basis of the rest of the components of this project. ● Marketing Material: Student-groups must use photographs, typography and space to design a marketing plan for their proposed organization. Students will also incorporate a commercial or public service announcement. Students must demonstrate a capacity to integrate all skills learned in the course in an authentic problem solving environment. ● Innovation Fair: Students will complete a booth and compete in an entrepreneurial fair against their peers. Judges and regular community members can come to the fair and will be given five checks to “invest” in their favorite student-companies. Students must complete a booth that is aligned with their business plan and marketing materials. ● Presentation: The project culminates in a presentation before a panel of professional judges. Student-groups must design a presentation that best represents their business plan. Students must demonstrate confidence public speaking skills and must be able to present their findings without the help of cuecards. Students will receive their final grade based on their score on the business plan, results of the fair and the judges’ presentations scores. The top three teams will be considered “funded.” In short, this culminating assignment is an opportunity for students to practice their creative problem skills in a competitive and professional environment. Unit 6: History of Film ● Essay: History and Context: Students will pick one of the films shown in class to write a paper on. Students must write a paper exploring how the film is a product of its time. Students must consider technological advances as well as historical/cultural values. Students must complete research online to better inform themselves of the historical context. Student papers must have a thesis, three body paragraphs and a conclusion. The paper must tie historical evidence to formal analysis. ● Reinterpret clips: In groups students will be assigned ten minute clips to recreate and reinterpret. This is an opportunity for students to review and practice the preproduction and lighting skills learned in Multimedia II. Students are not required to faithfully recreate the film word for word and frame by frame, but rather to identify the spirit and intent and apply it to a modern day subject. Students will be graded on their visual and verbal understanding of the original film as well as their accurate recreation of it. Unit 7: Advanced Film Production 11 ● Green Screen Test: Students will use the class green screen to add “magical” effects to a short project. Students must use the green screen to composite or key two scenes together. Specifically students will be required to have a scene in motion, so that they may practice organizing two scenes in motion together. For example, students might complete a scene of a superhero flying, or a witch flying on her broom, or someone running on water. ● Color Correction Tests: Students must use software to add a variety of color effects. Students will have to practice turning an entire film into black and white, while maintaining appropriate color balance. Students will also have to use keyframes and animation principles to add selective coloring for contrast. Students will then complete this series of tests with a 3 minute short film that utilizes a flashback that is required to have different coloring. ● Re-cutting a trailer: To end student consideration of editing and cutting students will be given footage from the movies watched in Unit 7. Students must choose on film to re-edit into a completely different trailer and genre. For example, one student might choose to cut footage from No Country For Old Men as if it were a romantic comedy. Students will be graded based on their editing choices and the clarity of the message achieved by editing. Unit 8: Filming Utopia and Dystopia ● Utopia/Dystopia Film: Student-groups will make a twenty-thirty minute film exploring the themes of Utopia and Dystopia. This project presents students with the opportunity to create their own vision of our world. Specifically, students should communicate a message about our search for Utopia, the perils of dystopia and how people exist in such environments. Students must demonstrate their ability to plan, execute and edit a film using all that they’ve learned throughout the course. Students will be required to go through a lengthy pre-production phase before they are allowed to even begin filming. A wide range of subject matter is possible for the film including the following themes: Justice, Money, Happiness, Idealism, Innocence v. Truth, Ideal Society v. Corrupt Society, Common Welfare v. Private Interest, Uniformity and Dissent, Capitalism v. Socialism v. Communism, Freedom v. Slavery, Individual v. The State, Gender, WorkReward. ● Marketing Material: Students will have to complete marketing material for their film. Students must complete cast photography, a poster, an editorial advertising the movie, a production team logo, and a trailer. Their marketing material must be in philosophical alignment with the actual film. Moreover, students must successfully create a brand identity for themselves. Students will be graded on the use of art principles and design elements in the marketing material. Moreover, students will be expected to have a cohesive message behind each piece of marketing. 12 ● Film Festival: Students must organize, advertise and execute their own film festival. Students will be responsible for electing a committee of students. This committee will: fundraise, rent an off campus location, advertise for the festival, make sure all films are turned in and made in the right format, organize a reception with food, and organize admission. Unit 9: Self-Defined Capstone Project ● Capstone Project: Students will get into groups of 3-5 and must define, plan, pitch and execute a community-oriented project of their own creation that utilizes the skills learned throughout the three courses. Examples of acceptable projects include a larger film project (a documentary or feature length film), an involved photography project, and other volunteer-internship projects. Student projects must be informed by a social belief. That is, projects should be motivated to create positive social change in the community. Whatever the project, student projects must have a final outward/public and multimedia product to show at an end of the year gallery. This product might be a ten minute clip of a movie, a short documentary of the project, a booth/presentation or a portfolio profiling the project. ● Capstone Defense: Students will present their final product to a select group of mentors. With the exception of the primary teacher, students may choose which teachers and mentors fill their judging panels. Students must present their final product to this group of mentors for consideration. The students must present their project and the intended outcome to the panel. Students must present evidence of their desired outcome or explain why they have yet to achieve said outcome. The panel will ask students questions and deliberate to give a final grade to the group. ● 100 Hour Accountability Log: As part of the senior capstone project, students must complete 100 hours of production time per team member outside of school hours. All activities directly related to production can be included (script writing, meetings, prop design, shoot, editing, etc.). It does not include time in class. Each week students will turn in a project time sheet to keep track of progress. Over the course of a project the 100 hour requirement should work out to 2-3 hours per day. ● Project Blog: Each production team is required to set up a blog online. Each member of the team must update the blog at least once per week. Content should include video, written reflections, production photos, individual scene edits, blooper reels, etc. The goal is to have an ongoing history of the project from start to finish. ● Artifacts Folder: Each team should maintain a folder with all artifacts from the production. These might include notes from planning sessions, versions of the script, draft versions of designs, photos or anything else produced during the 13 project. These folders will represent a physical history of the process and will be turned in with the final version of the project. INSTRUCTIONS METHODS and/or STRATEGIES: ● Guided Practice & Modeling: Students follow steps illustrated by teacher on projector. The teacher and students should always have nearly identical views of the computer. ● Cooperative Learning: Students should always be grouped in groups of mixed abilities. Even during regular instruction time students should be consistently encouraged to help one another. When students ask questions, the teacher should encourage their assigned partner or group to help come up with a solution. ● Supervised Individual Application: After periods of initial guided practice students should have time to practice the skills on their own terms. The teacher will circulate the room helping students achieve individual goals and/or coaching any students in need of more extensive lessons. ● Self-Discovery: When new tools or information are presented to the class, the teacher should strive to go beyond merely delivering the information. That is the teacher should always lead students to the correct methods by asking questions, probing and encouraging students to explore. ● Structured Discussion: During and after any period of instruction, students should always be encouraged to ask and answer questions. This is especially important after any viewing of artwork. Students will always be placed into class and group discussion for information and analysis. For example, Unit 7 (History of Graphic Design) will regularly ask students to get into groups and have discussions about the discovery each student makes in their research. Many discussions will have students act within a specific role (time keeper, recorder, skeptic, prober, etc.). ● Student-Centered Critiques: After key assignments students will engage in a respectful but honest discussion on the quality of work turned in. Most of these critiques should be done verbally as a class. Each student’s work should have a turn to be critiqued. The teacher should encourage a discussion of both the strengths and weaknesses of any given piece. Ideally, the teacher should facilitate the critiques but not necessarily be a principal participant. Critiques may also have a written component. ● Project Based Learning: A student and group-based approach that focuses on creative problem solving. The course consistently asks students to think of solutions to real world problems. As an instructional method, project based learning encourages students to take ownership of their learning in authentic situations. That is, when students are asked to directly engage with relevant problems in a meaningful way they are more likely to become independent 21st century thinkers. 14 ASSESSMENTS INCLUDING METHODS and/or TOOLS: ● Participation: Each day students are expected to participate during instruction. Students are encouraged to follow along in guided practice and to ask/answer question. Keeping track of participation holds students accountable for learning on a day to day basis and makes contribution a part of the classroom environment. ● Presentations: Students present their research findings, inspiration or artwork to the rest of the class for peer feedback and teacher feedback. This occurs at least once per unit-- usually as the culmination of their learning. Students are graded with a rubric based on communication skills: public speaking, visual presentation and depth of understanding of the topic. This method holds students accountable for both individual and group work and forces students to take ownership of their work in front of their peers. Larger projects (Histories of Our Families and Legacy of Imperialism) provide higher stakes: these presentations are made to a mixture of family, community members and professional judges. ● Written Assignments: Students are consistently asked to demonstrate their understanding in written format. These range from small daily assignments (warm ups, exit cards) to more involved assignments (research essays, written critiques, written self-evaluations). Students are graded with a rubric based on their ability to meet the goal of the assignment, which range from persuasion, objective criticism, informed analysis and reflection. ● Individual Assignments: Throughout the course students are given daily or weekly individual assignments to demonstrate their understanding of a particular art skill. Many of the assignments happen in class but some require work outside of class. Students are graded with a rubric based on their ability to meet the goal of the assignment. These assessments enable students to explore the mediums on their own and sharpen their creative problem solving skills. In other words, these assignments allow students to discover learning and problem solving on their own. ● Group Assignments: These are assignments and projects that students work on in teams of 4. Each member will be expected to take on a specific role that complements their strengths. These projects enable students to demonstrate teamwork, communication, leadership and many other CTE goals. ● Art Portfolios: Many units end with a collection of their artwork into a portfolio which they must design and label in an interesting and unique way. These assignments serve as an end of unit review. Portfolio assignments are usually accompanied by critiques that require students to have discussions explaining and analyzing their artistic problem solving techniques. The creation of art portfolios is a necessary skill for any multimedia college or career pathway. Moreover, these portfolios also help reinforce student learning about the arts. 15 ● Project Based Learning: A student and group-based approach that focuses on creative problem solving. The course consistently asks students to think of solutions to real world problems. As an assessment method, project based learning tests students in their capacity to take on real world roles in this CTE field. That is, these assessments measure not only measure student talent but also their capacity to take on collaborative career roles. Can students become effective leaders? Can they push themselves to work with others? Can they complete difficult work under competitive pressure? For VAPA Courses Only: ARTISTIC PERCEPTION: Multimedia III provides many opportunities for students to view, process, analyze and respond to artwork. Examples of ways the course develops a student’s Artistic Perception include all student critiques, studying film history, studying examples of motion graphics and studying examples of films. In each of these instances students participate in an analytical study of artwork. Throughout the course, students consider the meaning and technique of artwork in structured group discussions. Moreover students are routinely asked to respond to artwork in more experiential ways. In Unit 2, students will engage paintings using their photography skills. Students must recreate the spirit of paintings in photography. That is, students must analyze and identify the intention and meaning of a painting and then respond to that meaning in their own artwork. In Unit 4, students will respond to a selection of motion graphics from contemporary movies. And in Unit 6 & 7, students will be asked to reinterpret films and re-cut trailers into completely different genres. Moreover, many units require students to participate in self-driven critiques of their artwork as a part of the process of self-improvement. These critiques ask students to discuss student artwork. CREATIVE EXPRESSION: Multimedia III is built of a series of opportunities for studies to creatively express themselves. The course is set up as a studio computer lab. While any new skills and tools are presented in a Guided Practice, students are expected to practice those skills on self-defined projects throughout the course. The students must demonstrate their ability to visually communicate through many computer mediums such as: photography, post processing, illustration, film and design. While the course frequently asks students to consider professional work the focus is always on creating entirely new and self-defined meaning. In Unit 1 students use the computer to create a digital painting and complete a self-portrait. In Unit 2 students will complete a variety of photography assignments to demonstrate their mastery of exposure and composition. In Unit 3, students design a postcard and a set of posters that must communicate a succinct focused meaning. In Unit 4, students animate a quote and film credits to capture the spirit of the quote/film. In Unit 5, students complete designs for a plan, and create marketing material for a self-defined fictional company and product. In Unit 6 and 7, students reinterpret movie clips to practice their editing skills. In 16 Unit 8, students complete a larger film project built around the idea of Utopia. And in Unit 9, students complete an art community project of their own choosing. HISTORICAL and CULTURAL CONTEXT: Multimedia III asks students to deepen the quality of their artwork by understanding the historical contributions and cultural dimensions of the multimedia arts. In key units throughout the course students are required to study current or historical work and be able to discuss the way culture and context impacts art. In Unit 2, students must research art historical periods to draw inspiration from for a series of interpretive photographs. In Unit 6 students will learn about the history of film through a select set of case studies. Students will pick one of the films to write a historical analysis of. Students must use formal analysis and historical evidence together to write a paper that explores how history and cultural context produce certain types of film. ASTHETIC VALUING: Multimedia III provides many opportunities for students to make critical assessments about various forms of artwork. Throughout the course, students use rubrics and structured group discussions about artwork. In their art portfolios students will keep reflections of their artistic observations and realizations. Students also perform aesthetic valuing whenever there is a critique held– which occur at least once per unit. Additionally, much of the course boosts art vocabulary and student capacity to objectively judge aesthetic value. In Unit 2, students will study paintings for photographic reinterpretation. In their analysis of these paintings students must extract the meaning and aesthetic value before they may go ahead with their reinterpretation. In Unit 3, students must consider design as something full of meaning (in that it must communicate) and value (in that it must be worth something to someone). Students must demonstrate this dual role in their own designs created throughout the unit. In Unit 4, students must analyze and judge the characteristics of motion graphics in key films. And in Unit 6, students must identify the historical implications and value behind key films in history. CONNECTIONS, RELATIONSHIPS, and APPLICATIONS: Multimedia III is a course focused on building Career Technical Education skills in students. Students are immersed in the world of a contemporary artist and must consistently use modern technology to create their art. As such Multimedia III creates a foundation for students to build a media career. Students are prepared for careers in areas like graphic design, illustration, photography, film production and marketing. Units 5, 8 and 9 prompt students to practice their artistic skills in self-motivated professional environments. In Unit 5 students complete design work in support of a fictional start-up. In Unit 8, students complete a movie around a specific theme but that is entirely self-motivated. And in Unit 9, students identify their own artistic problem for which a solution holds community value. As the course is designed to work within an academy students are also consistently asked to bring in their understanding of English and History topics. Many assignments are built to work with those content areas. For example, Unit 5’s assignments on forming a startup is supported by content taught in Economics. Unit 8’s film based on the theme of Utopia was built with student’s English and Government curriculum in mind. In 17 Government, students study the quest for an ideal or Utopian government. While in English students read books like 1984 and A Brave New World, books about dystopias. In this way, students are encouraged to draw from interdisciplinary learning. INSTRUCTIONAL MATERIALS: Graphic Design Material: Title: The Elements of Graphic Design Edition: First Publication Date: 2002 Publisher: Allworth Press Author(s): Alexander W. White URL Resource(s): Usage: Reference Title: A Century of Posters Edition: First Publication Date: 2002 Publisher: Lund Humphries Author(s): Martijn F. Le Coultre, Alston W. Purvis URL Resource(s): Usage: Reference Title: Graphic Design Solutions Edition: First Publication Date: 1996 Publisher: Delmar Author(s): Robin Landa URL Resource(s): Usage: Reference Title: Color Index Edition: First Publication Date: 2002 Publisher: HOW Design Books Author(s): Jim Krause URL Resource(s): Usage: Reference Title: Idea Inex Edition: First Publication Date: 2000 Publisher: North Light Books Author(s): Jim Krause URL Resource(s): Usage: Reference 18 Title: Layout Index Edition: First Publication Date: 2001 Publisher: North Lights Books Author(s): Jim Krause URL Resource(s): Usage: Reference Title: 1000 Record Covers Edition: Second Publication Date: 2005 Publisher: TASCHEN Author(s): Michael Ochs URL Resource(s): Usage: Reference Title: Teaching Graphic Design Edition: First Publication Date: 2003 Publisher: Allworth Press Author(s): Steven Heller URL Resource(s): Usage: Reference for Teacher: Assignments Motion Graphics Title: Catch Me If You Can DVD Release Date: 2002 Studio: Dreamworks Studio Director: Steven Spielberg Format: DVD Usage: Opening Credits Title: The Incredibles DVD Release Date: 2005 Studio: Disney Director: Brad Bird Format: DVD Usage: Credit Sequence Title: Skyfall DVD Release Date: 2013 Studio: MGM Director: Sam Mendes Format: DVD Usage: Credit Sequence 19 Film History Title: A Trip To The Moon DVD Release Date: 2012 Studio: Flicker Alley Director: George Melies Format: DVD Usage: Entire film Title: Citizen Kane DVD Release Date: 2001 Studio: Turner Home Entertainment Director: Orson Welles Format: DVD Usage: Entire film Title: The Bicycle Thief DVD Release Date: 1998 Studio: Image Entertainment Director: Vittorio De Sica Format: DVD Usage: Entire film Title: Psycho DVD Release Date: 2012 Studio: Universal Studios Director: Alfred Hitchcock Format: DVD Usage: Entire film Title: No Country For Old Men DVD Release Date: 2011 Studio: Miramax Lionsgate Director: Joel and Ethan Coen Format: DVD Usage: Entire film Committee Members: 1. 2. 3. 4. Liane Cismowski, Principal, Mt. Diablo High School Katalina Gallo, Digital Safari Academy Teacher Heather Fontanilla , Digital Safari Academy Lead Teacher & History Teacher Josie Kirkland, Digital Safari Academy & Interactive Design Teacher 20 21