Learning Outcomes
R - 10 Learning Areas
| Arts |
English |
Design And Technology |
Science |
Environment |
| arts in context |
texts and contexts |
critiquing |
earth and space |
time and change |
| arts in practice |
language |
designing |
energy systems |
ecosystems |
| analyse / response |
strategies |
making |
life systems |
cultures |
Arts
Learning in WildScaper allows students to communicate their perceptions, observations and understanding of environmental systems, functions and concepts. WildScaper is a digital publishing media for confronting and exploring new ideas. Through environmental learning with WildScaper, students can develop innovative ideas, apply a creative use of technologies and develop new forms of audio visual communication.
Art elements and principles in WildScaper include, perspective, line, shape, space, texture, colour, form, tone, opacity, movement, surface, composition, sound, light and patterns.
English
Publishing WildScaper files involves reading, writing, creating, comparing, researching and talking about a range of text types from simple to complex abstract issues and ideas. WildScaper will encourage students to explore the meaning of texts and how meaning is conveyed when used as narrative or poem with an interactive scene.
WildScaper can help students understand about the ways writers and speakers control language to influence their readers and viewers. Students develop an understanding of the way a writing style can influence the structures and features of language and can learn to apply their knowledge in their reading, writing, viewing, speaking and listening.
Design And Technology
Publishing software is a highly creative design process with emphasises on designing, creating and evaluating processes. Creating software products using WildScaper is a way of developing creativity and innovation. WildScaper allows users to apply imagination and lateral thinking throughout the design and development process. Students investigate, design, produce, analyse and evaluate their software products. Innovation is the outcome of understanding these processes while understanding design allows students to successfully transform ideas into creative and commercial realities.
Science
WildScaper allows students to explore the diversity of living things and their relationships with each other and their environment. These understandings enable students to build on their curiosity and their interactions with the environment while at the same time allowing them to think through environmental challenges and issues. Through this process, students can understand how science relates to society and the environment. They can investigate how humans affect the survival of living things and change the environment, and how interactions between living things in the environment change. They can investigate natural processes that change the environment over short periods of time (tsunami, drought, floods) and long periods of time (weathering and erosion). Students can be introduced to the concept of a sustainable environment using WildScaper.
Environment
WildScaper teaches students about the environment focusing on understanding environments as complex, interdependent systems. Teachers can set assignments that introduce concepts such as bio-diversity, habitat, ecosystem and sustainability. Students can investigate particular environments, animal and plant populations, natural resources and the Earth’s biological and climate systems to produce their own published software.
Understanding the environment includes the impact of people on environments and how environments shape human activities, including the roles of cultural, social, economic and political systems in environmental decision-making. It involves a ‘hands on’ approach to investigating and acting for sustainability in school and local environments. Observation, data collection and analysis, identification and discussion of problems and opportunities, and research into ways to improve the management of school resources and local environments provide opportunities to develop and apply learning about the environment in authentic situations and to contribute to practical solutions.
Maths
WildScaper focuses on developing students’ understanding of shape and location. These are connected through forms of representation of two dimensional objects that move in a 3D scene and the ways in which the shapes of these objects and their ideal representations can be moved or combined through transformations to appear 3D. Students learn about key spatial concepts including, continuity, edge, surface, region, boundary, symmetry and similarity. Computation with space on a 2D screen include construction and transformation by hand using drawing tools and numerically controlled effects.
Students learn important common measures relating to time, speed and probability – the measure of the chance or likelihood of an event such as completing a game level above a set target score within a set amount of time.
Working In Groups
WildScaper's other learning outcomes involve developing skills in team co-operation, planning and production. Students can distribute class work to younger students learning to read on CD-ROM, USB device or as an online download from the school's website. It's an excellent method for groups of students to get a sense of achievement, satisfaction and additional involvement in school activities.
Problem Solving
WildScaper allows older students to publish a library of stories and games for younger students to use. Designing a game requires consideration to how difficult the game is to play. Consideration to the story and how the scene relates to it and the main keyboard character's involvement are all important aspects. Instructions on how the game is to be played should be carefully written so the user playing the game knows exactly what to do and what target score must be achieved to complete the level.
Software Publishing And Marketing
The WildPlayer application included with WildScaper may be distributed freely and offers a method for user's to create an income from selling stories and game scenes. To sell a product requires business and product marketing skills. For advanced users having a product to sell will assist in developing these skills. Understanding the target audience requiries critical thinking when designing software content. Marketing the product will require understanding of packaging design and methods of promotion and distribution WildPlayer files can be distributed on CD, USB and the internet as compressed folders using the .zip format.
Bird And Plant Identification
WildScaper uses photographic slide shows combined with drawing and effects tools to allow students to paint birds and plants while studying photography and text information simultaneously. Students learn to distinguish the differences between species, such as the Adelaide Rosella and Eastern Rosella. This extends to flora content where students can learn to recognise plants on sight by studying the photography and drawing the details.
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