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Arts/Math Integration Project
Video Games DesignOverview | CRM | Achievements | Pre-req | Activities | Resources
TIME FRAME: 5 - 15 days
OVERVIEW
Mathematics is a critical component of animation in general and computer games in particular.
Target audience:
- Grades 9 – 12
- Students needing motivation in Algebra and Geometry
- Students needing additional real-life applications for Algebra II, Precalculus, and Trigonometry topics with a “wow” factor
PS/Reasoning: 1.2, Communication: 2.3, Probability/Stats: 6.2
WASHINGTON MATH STANDARDS:
M1.2, M1.3, M2.5, M2.6
At the end of the chapter students will know and be able to:
- Describe position of an object on a coordinate system.
- Illustrate how a position of a point is denoted differently in a computer animation.
- Convert numbers into different bases and understand how hexadecimal numbers are used to represent RGB colors in computer graphics.
- Explain how ratios and proportions are used in computer simulation.
- Adapt a piece of computer or calculator code to change direction, color or speed in an animation.
- Use vectors to describe direction and movement in games.
- Describe how matrices can move a figure to a new position.
- Describe and illustrate the parallax effect.
- Introductory problem: Racing Away
- Animation Worksheets #1, #2, #3
- Video 02 and Cornell Notes for Video 02
- Hexadecimal Numbers and RGB color website
- Flip Book
- Where in the World is Wally’s Treasure
Legacy Project | Got Math Art Journal | Game Design | Glass Casting | Video Games | Ceramic Vase | Music and Math