Class Syllabus

Course Syllabus

Course:  Digital Multimedia

COURSE CODE: 5030

Garrett Academy of Technology (GAT)

Spring 2017

Teacher:

Joseph Secrest

Office: Room 1020

Phone:

745-7126 Extension 84944

E-mail:

joseph_secrest@charleston.k12.sc.us

Planning Periods:

4th Block daily

2:04 pm – 3:30 pm

Grades:

9-12

 

Pre-requisite: none

CREDIT: 1 Carnegie Unit

COMPUTER ACCESS REQUIRED.

 

Class Location & Times: This is a one-semester course that meets during 3rd block in room 1020 for the eighteen weeks of the semester, which runs from January 18 through June 5, 2017.

Academic Support is available for student assistance on Thursdays, 3:30 – 4:15 pm.

COURSE DESCRIPTION: This course covers multimedia concepts and applications utilizing text, graphics, animation, sound, video, Web, and various multimedia applications in the design, development, and creation of multimedia presentations and publications in an interactive environment. Students will create an e-portfolio and other independent projects.

Instructional Philosophy

We believe that students learn best when given the opportunity to practice and then apply new concepts and skills.  We adhere to the trend in technology which requires business educators to provide opportunities for all students to learn the new technologies and techniques that are emerging in today’s workplace.  Understanding the diversity of learning styles is crucial in assuring individual student success.  Based on this principle, instruction is designed to meet the unique needs of each individual and classroom.  While students must ultimately take responsibility for their own learning, education is the joint responsibility of the school, the home, and the community.

 

Required Readings

All assignments are available via Google Classroom. Students can join the class with this code:  wivnmsc

 

Other Requirements:

Students should have pencil/pen, and a digital media storage device (such as a Flash Drive).  These materials should be brought to class daily. Students are expected to complete a major project that requires them to edit and present up to 25 digital images of themselves.

 

COURSE POLICIES

Student Make-up Work Policy

Students will be responsible for all work missed during an absence due to an illness or an emergency. Students must provide notes and/or reasoning for being absent to class. If a student misses class, he or she must make-up the work within 3 days of returning to school. Please remember that a parent note is required and should be sent to attendance as soon as the student returns to school. Check the Parent Portal every time you return from a day out of school.

 

Note: It MAY be necessary with some projects and assignments that the student stay before OR after school to make up work. The majority of our work is completed in a computer lab with specialized software.

 

Student Conduct In-Class Policy

Any acts of classroom disruption that go beyond the normal rights of students will not be tolerated, in accordance with the Garrett Academy of Technology Academic Code of Conduct described in the Student Handbook. Additionally, there is to be no unauthorized eating, chewing gum, or drinking in the classroom. Students are expected to practice good safety at all times.  Students ARE graded on employability skills.


Consequences

1st Offense                   Warning

2nd Offense                  Parent notification and possible referral

3rd Offense                   Loss of computer privileges (time lost depends on severity of offense) AND parent notification

4th Offense                   Referral to Administration AND parent notification

Immediate referral to an Administrator for severe classroom disruptions

 

Cheating Policy

Students are expected to uphold the school’s standard of conduct relating to academic honesty.  Garrett Academy of Technology’s Academic Misconduct Policy is described in the student handbook. Students assume full responsibility for the content and integrity of the academic work they submit. A student's submitted work, examinations, reports, and projects must be that of the student's own work. Students shall be guilty of cheating if they:

  • Represent the work of others as their own
  • Use or obtain unauthorized assistance in any academic work
  • Give unauthorized assistance to other students
  • Modify, without instructor approval, an examination, paper, record, or report for the purpose of obtaining additional credit
  • Misrepresent the content of submitted work

 

Disabilities Policy

All qualified students enrolled in this course are entitled to “reasonable accommodations.” Please notify the instructor during the first week of class of any accommodations needed for the class.

Laboratory Policy

For this class, it is permissible to assist classmates in general discussions OR techniques. General advice and interaction are encouraged. Each person, however, must develop his or her own solutions to the assigned projects, assignments, and tasks. In other words, students may not "work together" on graded assignments. Such collaboration constitutes cheating. A student may not use or copy (by any means) another's work (or portions of it) and represent it as his/her own.

As a computer user at Garrett Academy of Technology, the student must adhere to the rules and procedures identified in the Garrett Internet Guidelines found in the student handbook. Students who take courses within the Career and Technology Department will also sign and agree to the CCSD Acceptable Use Policy Code of Ethics on appropriate computer use in the classroom.

*There can be no unverified absences throughout the semester for your student to exempt.

Objective: Given the necessary equipment, supplies, and appropriate software, the student will be able to successfully complete all of the specified core standards for a course that grants one unit of credit

Distribution of Grading Components:  Grades are determined by dividing the points earned by the total number of points available in the grading period.

Grading Scale

Tests/Assessments

30%

Homework/Class-work/Quizzes

10%

Projects

40%

Employability Skills

20%

Exams count 20% of the semester grade

 

 

Course Standards

A. SAFETY AND ETHICS

1. Identify major causes of work-related accidents in offices.

2. Describe the threats to a computer network, methods of avoiding attacks, and options in dealing with virus attacks.

3. Identify potential abuse and unethical uses of computers and networks.

4. Explain the consequences of illegal, social, and unethical uses of information technologies (e.g., piracy; illegal downloading; licensing infringement; inappropriate uses of software, hardware, and mobile devices).

5. Differentiate between freeware, shareware, and public domain software copyrights.

6. Discuss computer crimes, terms of use, and legal issues such as copyright laws, fair use laws, and ethics pertaining to scanned and downloaded clip art images, photographs, documents, video, recorded sounds and music, trademarks, and other elements for use in Web publications.

7. Identify netiquette including the use of e-mail, social networking, blogs, texting, and chatting.

8. Describe ethical and legal practices in business professions such as safeguarding the confidentiality of business-related information.

9. Discuss the importance of cyber safety and the impact of cyber bullying.

 

B. EMPLOYABILITY SKILLS 1.

Identify positive work practices (e.g., appropriate dress code for the workplace, personal grooming, punctuality, time management, organization).

2. Demonstrate positive interpersonal skills (e.g., communication, respect, teamwork).

 

C. STUDENT ORGANIZATIONS

1. Explain how related student organizations are integral parts of career and technology education courses.

2. Explain the goals and objectives of related student organizations.

3. List opportunities available to students through participation in related student organization conferences/competitions, community service, philanthropy, and other activities.

4. Explain how participation in career and technology education student organizations can promote lifelong responsibility for community service and professional development.

 

D. INTRODUCTION TO MULTIMEDIA

1. Define terms related to multimedia.

2. Identify the multimedia components.

3. Identify uses of multimedia.

4. List multimedia design principles.

 

E. MULTIMEDIA EQUIPMENT

1. Identify multimedia equipment.

2. Discuss multimedia development equipment, including video capture cards, scanners, digital and video cameras, web cameras, projection systems, etc.

 

F. BASICS FOR MULTIMEDIA PROJECTS

1. Distinguish between presentation and authoring software.

2. Compare/Contrast features of presentation, authoring, graphics, 2-D animation, and 3-D animation software programs.

3. Describe the process of planning, organizing, and storyboarding a multimedia project.

4. Identify multimedia objects and related resources. 5. Use a compression utility program.

 

G. VISUAL DESIGN PRINCIPLES

1. Demonstrate effective use of color.

2. Use color tables (e.g., hue and saturation).

3. Demonstrate effective use of type fonts.

4. Demonstrate effective use of clip art and other graphics in multimedia.

5. Explain the term "effective white space."

 

H. DIGITAL IMAGING AND GRAPHICS

1. Define various types of graphic files including bitmap/raster and vectors.

2. Acquire digital image from sources such as scanner, digital cameras, camcorder, Internet, etc.

3. List factors that affect quality imaging (e.g., image resolution, color mode).

4. Edit a digital image.

5. Convert various graphic file formats.

 

I. AUDIO

1. Define various types of audio files.

2. Create vocal and music files.

3. Convert audio files.

4. Demonstrate parameters that affect the quality and file size of audio recording, such as the sampling rate, bits per sample, etc.

5. Insert audio files from various media in a thematic multimedia presentation.

 

J. VIDEO

1. Define various types of video files.

2. Create video files.

3. Edit digital video files.

4. Conserve disk space by compressing the digital video recording.

5. Insert digital video files into a thematic multimedia presentation.

 

K. MULTIMEDIA PRESENTATION

1. Determine the appropriate type of multimedia presentation based upon purpose, intended audience, life of the presentation, cost limits, time restraints, and equipment availability.

2. Create an outline/storyboard for a presentation.

3. Create a thematic presentation using text, charts, tables, graphics, drawing tools, audio and video capabilities, etc.

4. Deliver a multimedia presentation using appropriate media based upon audience, room size, room setup, and environment using professional standards and techniques.

5. Use rubrics to evaluate your own presentations and the presentations of others.

 

L. ANIMATION

1. Define various types of animation files.

2. Create animated objects and clip art.

3. Create original graphic images.

4. Create 2-D animation.

5. Insert animation in a thematic multimedia presentation.

 

M. VIRTUAL REALITY/3-D ANIMATION/GAME DESIGN (OPTIONAL)

1. Build 3-D objects.

2. Explain lighting and camera positioning.

3. Utilize 3-D axis.

4. Create a 3-D animation.

5. Incorporate user interactivity.

 

N. WEB PUBLISHING

1. Discuss how multimedia is used in Web design.

2. Discuss considerations for including images, sound, video, and/or animation into a site.

 

O. DEVELOPING AN E-PORTFOLIO

1. Explain the purpose of portfolios and how to select the pieces to include in the e-portfolio.

2. Create a résumé to include in the e-portfolio.

3. Assemble an e-portfolio of a variety of multimedia publications produced in the course.

4. Present an e-portfolio of a variety of multimedia publications produced in the course.

 

P. WEB RESOURCES

1. Participate in current Web resources such as blogs, wikis, podcasts, vokis, etc.

2. Explore current voice over IP and video chat programs (e.g., Skype, iChat, Facetime).

3. Explore current real-time online meeting programs (e.g., GoToMeeting, Blackboard Collaborate, WebEx).

 

Q. CAREERS

1. Identify careers in the multimedia creation and publishing industry.

2. Identify education and training requirements for a career in multimedia creation and publishing.

3. Research a career related to the field of multimedia.

4. Create a multimedia presentation using the results of the career research