Flash I: Mastering the Tools
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Outcomes and Assessment Students will be able to perform the following tasks with Flash MX 2004 upon the successful completion of this course:
1. Creating and saving new documents 2. Modifying document settings 3. Working with panels 4. Using and modifying frames and layers on the timeline 5. Using layers 6. Setting preferences 7. Testing the FLA 8. Using Help features 9. Navigating the tools in the tool panel 10. Drawing graphics by using tools 11. Using guides and snapping symbols to them 12. Creating and using mask layers 13. Creating and modifying strokes 14. Using the Library and organizing items within it 15. Importing bitmaps and vector drawings into Flash 16. Performing more advanced operations with colors and fills 17. Modifying existing graphics on the stage 18. Using the Text Tool to add text to the FLA 19. Embedding characters in an SWF 20. Changing text properties using the Property Inspector 21. Adding a Timeline Effect to a static text field 22. Spell checking a document 23. Understanding text-based components and dynamic text fields 24. Understanding graphic, movie clip, and button symbols 25. Creating buttons and hit areas 26. Changing the hit area on a text button 27. Building an invisible button 28. Assembling movie clip symbols 29. Nesting symbols within other symbols 30. Creating movie clip buttons 31. Duplicating symbols in the library
Assessment
In this course, the student will be expected to work through the lessons and will be expected to participate in regular discussions that are based on these lessons. A unit assignment will be completed at the end of each unit. At the end of the course, the student will be expected to complete the Course Project. His/her grade will be determined by the sum of the grades on the discussions, unit assignments and Course Project with the following marks breakdown:
PARTICIPATION IN DISCUSSIONS: 24% UNIT ASSIGNMENTS: 60% COURSE PROJECT: 16%
Complete Course Outline
All units in this course are comprised of the lesson material, followed by student discussion, followed by a unit assignment. At the end of the course, the student will submit a final project for the teacher to evaluate and grade.
Text to augment instruction: Text Title: Macromedia Flash MX 2004: Training From the Source Publisher: Macromedia Press ISBN# 0-321-21342-4Hardware and Software Required (Windows or Macintosh can be used): Windows: 600 MHz Intel Pentium III Processor or equivalent | Macintosh: 500 MHz Power PC G3 Processor Flash MX 2004 and Microsoft Word or another Word Processor capable of saving files in Word .doc format. Windows: Windows 98 SE, Windows 2000, or Windows XP | Macintosh: Mac OS X 10.2.6
Online Course Units:
Contact Hours: 100 Unit 1: Basic Operations With Flash MX 2004 In this unit, the student will review how to perform the following functions with Flash MX 2004:1. Creating and Saving New documents. 2. Modifying document settings. 3. Working with panels. 4. Using and modifying frames and layers on the Timeline 5. Using Layers 6. Setting preferences 7. Testing the FLA 8. Using Help features
Unit 2: Using Flash MX 2004 to Create Graphics Part 1
In this unit, the student will review how to perform the following functions with Flash MX 2004:
1. Navigating the tools in the Tools panel. 2. Drawing graphics by using tools. 3. Using guides and snapping symbols to them. 4. Creating and using mask layers. 5. Creating and modifying strokes.
Unit 3: Using Flash MX 2004 to Create Graphics Part 1
In this unit, the student will review how to perform the following functions with Flash MX 2004:
1. Using the Library and organizing items within it. 2. Importing bitmaps and vector drawings into Flash. 3. Performing more advanced operations with colors and fills. 4. Modifying existing graphics on the stage.
Unit 4: Working With Text in Flash MX 2004
In this unit, the student will review how to perform the following functions with Flash MX 2004:
1. Using the Text tool to add text to the FLA file. 2. Embedding characters in an SWF. 3. Changing text properties using the Property Inspector. 4. Adding a Timeline Effect to a static text field. 5. Spell checking a document. 6. Understanding text-based components and dynamic text fields.
Unit 5: Symbols in Flash MX 2004 Part 1 In this unit, the student will review how to perform the following functions with Flash MX 2004:1. Understanding graphic, movie clip, and button symbols. 2. Creating buttons and hit areas. 3. Changing the hit area on a text button. 4. Building an invisible button.
Unit 6: Symbols in Flash MX 2004 Part 1
In this unit, the student will review how to perform the following functions with Flash MX 2004:
1. Assembling movie clip symbols 2. Nesting symbols within other symbols. 3. Creating movie clip buttons. 4. Duplicating symbols in the Library.
COURSE PROJECT At this time, your course project will be due.As your course project, you are to use your creativity to construct a working swf using the skills that you learned in the course. You will be marked on the quality and creativeness of your swf document in addition to the number of elements of this part of the course that you have incorporated.
As part of this project, you are to include a short paper in Microsoft Word format explaining the purpose of your swf, the intended audience, which design elements you have included and how.
