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Head of Computer Science in a London Based School

Head of Computer Science in a London Based School
OCR - J834 - Topic 1 - L5 - Social Media, Digital Games, Comic Books
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OCR - J834 - Topic 1 - L5 - Social Media, Digital Games, Comic Books

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Lesson 5: Social Media, Digital Games, Comic Books In this lesson, we will explore three important products in the media industry: social media, digital games, and comic books. We will cover their significance, impact, and the unique characteristics that set them apart. Social Media: Social media platforms have revolutionized communication and information sharing. We will focus on how these platforms have transformed the media landscape by allowing individuals and organizations to connect and engage with a large audience. We will discuss the different types of social media platforms, their functionalities, and their role in shaping public opinion, spreading trends, and disseminating news and entertainment. Digital Games: Digital games have become a dominant form of entertainment, attracting millions of players worldwide. We will delve into the various genres and platforms in digital gaming, including console, PC, and mobile games. We will explore the impact of digital games on popular culture, the growing e-sports industry, and the potential benefits and drawbacks associated with excessive game consumption. Comic Books: Comic books have been fundamental in the development of the media industry and continue to be a source of inspiration for movies, TV shows, and video games. We will discuss the origins and evolution of comic books, highlighting their unique storytelling techniques and artistic styles. Additionally, we will explore the impact of comic books on popular culture, their role in promoting diverse representation, and the increasing popularity of graphic novels. Throughout this lesson, we will analyze the similarities and differences between these media products, investigating how they extend beyond their initial formats to influence and intersect with various aspects of entertainment, marketing, and storytelling. By the end, students will gain a comprehensive understanding of the significance and dynamics of social media, digital games, and comic books in the media industry.
OCR - J834 - Topic 1 - L3 - Audio, Video, Music
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OCR - J834 - Topic 1 - L3 - Audio, Video, Music

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Lesson 3: Products in the Media Industry 1 (Audio, Video, Music) The lesson on “Products in the Media Industry 1 (Audio, Video, Music)” will provide an overview of the different types of products found within the media industry, specifically focusing on audio, video, and music. Students will learn about the various mediums and formats used for delivering these products to consumers. The lesson will begin by defining the terms audio, video, and music, and discussing their importance within the media industry. Students will explore the evolution of audio products, such as vinyl records, cassette tapes, CDs, and digital streaming platforms. They will gain an understanding of how technology has influenced the production, distribution, and consumption of audio media. Next, the lesson will dive into video products, including television shows, movies, and online streaming platforms. Students will learn about the different formats through which video content is delivered to audiences, such as DVD, Blu-ray, and digital downloads. They will also explore the impact of digital platforms like YouTube, Netflix, and Hulu on the video industry. Furthermore, the lesson will cover the significance of music products within the media industry. Students will gain insight into the history of music distribution, including vinyl records, cassette tapes, CDs, and digital music platforms like iTunes and Spotify. They will also explore the impact of streaming services on the music industry and the changing dynamics of artist promotion and revenue generation. Throughout the lesson, students will engage in discussions and activities to reinforce their understanding of the various products in the media industry. They will have the opportunity to analyze case studies and real-world examples to demonstrate their comprehension. Additionally, they will explore emerging trends and future possibilities for audio, video, and music products in the ever-evolving media landscape. By the end of the lesson, students will have a comprehensive understanding of the different products in the media industry, including audio, video, and music. They will be able to critically analyze the impact of technology on the production, distribution, and consumption of these products, as well as recognize the challenges and opportunities that arise within the constantly changing media landscape.
OCR - J834 - Topic 1 - L4 - Animation, SFX, VFX, Digital Imaging and graphics
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OCR - J834 - Topic 1 - L4 - Animation, SFX, VFX, Digital Imaging and graphics

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Lesson 4: Products in the Media Industry 2 (Animation, SFX, VFX, Digital Imaging and graphics) In this lesson on Products in the Media Industry 2, we will explore various aspects of animation, special effects (SFX), visual effects (VFX), digital imaging, and graphics. We will begin by introducing the concept of animation and its significance in the media industry. Animation involves creating a sequence of images or objects to give the illusion of motion. We will delve into different animation techniques, such as traditional hand-drawn animation, stop motion, and computer-generated animation. We will also discuss how animation is used in various media forms like films, television shows, video games, and advertisements. Moving on to SFX and VFX, we will examine how these techniques enhance the visual experience in the media industry. SFX refers to the creation of artificial or physical elements during the production process, while VFX involves the integration of computer-generated imagery with live-action footage. We will explore the use of SFX and VFX in creating realistic explosions, creatures, environments, and other visual elements, as well as their role in enhancing storytelling and capturing audience attention. Next, we will delve into digital imaging and its importance in the media industry. Digital imaging involves the manipulation and enhancement of images using computer software and technology. We will discuss the various techniques employed in digital imaging, including color correction, retouching, compositing, and photo manipulation. We will also explore how digital imaging plays a crucial role in creating visually striking content for print, web, and multimedia platforms. Lastly, we will touch upon the significance of graphics in the media industry. Graphics play a vital role in conveying information, enhancing visual appeal, and creating unique branding elements. We will learn about different types of graphics, such as logos, infographics, typography, and motion graphics. We will also discuss how graphics are used in advertising, marketing campaigns, motion pictures, and web design. Overall, this lesson will provide an overview of the diverse products in the media industry, including animation, SFX, VFX, digital imaging, and graphics. Through discussions and examples, we will gain a deeper understanding of how these elements contribute to the creation of compelling and visually engaging media content.
E safety for KS3 Y7 & Y8 - Full Unit
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E safety for KS3 Y7 & Y8 - Full Unit

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When we are online you can easily share personal information with other people but you need to be careful. You need to watch out for spam emails and protect your private information. In this pack you will find four Lessons on esafety which would include: Lesson 1 - Personal Data Lesson 2 - Phishing Lesson 3 - The Internet Lesson 4 - Cyberbullying The pack also includes Activity Sheets and some videos for students to understand better.
KS3 - Python L6 - Assessment
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KS3 - Python L6 - Assessment

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Introduction: Welcome to the Python assessment! This assessment covers the content of the 5 lessons uploaded on my TES shop, which includes Basic statements in Python, Variables and Concatinations, Input & Output, If statements, and Loops including For and While loops. The assessment is designed to test your knowledge and understanding of the Python concepts covered in the lessons. The assessment includes multiple choice questions, open-ended questions, and fill in the blanks questions, which will test your ability to apply the concepts learned in the lessons. The assessment will help you assess your understanding of Python and prepare you for further learning. This resource pack consists of: 1x - Python - Programming Python Assessment - (Editable Word Document) 1x - Python - Programming Python Assessment_Ans - (Editable Word Document)
Website Design - Serif WebPlus
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Website Design - Serif WebPlus

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Introduction: This PowerPoint presentation is designed to help students follow step-by-step instructions on how to create a website. With 37 slides, it covers everything from the basics of websites, including their purpose and content, to more advanced topics such as wireframe visualizations, color schemes, and adding interactive elements like Google Maps. This resource is designed to be printed as booklets, making it easy for students to learn the skills needed to create their own website. The presentation includes a detailed scenario for the main task, where students will use a client brief to create their own website. Whether you are a beginner or looking to enhance your web design skills, this resource will be a valuable tool in your learning journey. Note: The aim of this resource is to promote self-directed learning among students by providing them with the tools to work independently at their own pace, with minimal teacher interaction. It has been designed to encourage students to take ownership of their learning and develop the skills needed to work autonomously. Structure: This resource is designed to cover a total of six lessons, with the first two lessons focused on practicing the basic skills needed to create a website. The next three lessons will be dedicated to the actual project, where students will use the client brief provided in the last slide of the PowerPoint to create their own website. Finally, in the sixth lesson, students will be assessed on their websites using the assessment sheet provided. With a clear structure and detailed guidance, this resource is a great tool for teachers and students alike, helping students build essential web design skills while working on a real-world project. Serif WebPlus: WebPlus is a website design software developed by Serif, a UK-based software company. It is an all-in-one solution for designing and publishing professional-looking websites, without requiring any prior coding knowledge. With its intuitive drag-and-drop interface, users can create websites with custom layouts, styles, and features, as well as add multimedia content such as images, videos, and social media feeds. WebPlus also offers a variety of templates and themes to help users get started quickly, as well as built-in SEO tools to optimize their sites for search engines. With its user-friendly approach, Serif WebPlus is a great choice for beginners and small businesses looking to create a web presence. Serif WebPlus is free to download. You can ask your School’s IT team to install this on your school PCs.
Algorithms KS3 & Ks4 - Yr 7 to Year 10 - Full Unit - 5 Lessons
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Algorithms KS3 & Ks4 - Yr 7 to Year 10 - Full Unit - 5 Lessons

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In this Unit We will be covering Algorithms. This pack includes lessons on: Lesson 1 - Algorithms - Abstraction Lesson 2 - Algorithms - Decomposition Lesson 3 - Algorithms - Searches Lesson 4 - Algorithms - Sorts Lesson 5 - Algorithms - Flow Charts You will find lesson Activities in a Zip file alongside with the Markscheme.
Introduction to Computer Science KS3 KS4 - Full Unit (4 lessons)
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Introduction to Computer Science KS3 KS4 - Full Unit (4 lessons)

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In this Unit you will learn about the Computer Science and its fundamentals. In this pack you will find 4 lessons on Introduction to Computer Science which would include: L1 - Introduction to Computer Science L2 - Computer Hardware L3 - Computer Software L4 - Data Structures and Algorithms
Learning outside the classroom - PGCE Assignment
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Learning outside the classroom - PGCE Assignment

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In this pack you will find a whole assignment on Learning outside the classroom - Does it improve motivation and engagement in pupils? Active inquiry and intervention Introduction: Review of Proposal Aims and objectives Pedagogy Learning styles used Description of methods used Data and findings Supporting Evidence and literature Outcome of inquiry and intervention & conclusion References I have also included a seperate folder which contains some pdf files regarding learning outside the classroom.