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Kevin Savage - IT Resources

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After 35 years of teaching in IT at all levels I have developed a learning method that works with my students. The process is top down. After a brief overview, students are introduced to a new application through a working exemplar that they can explore. Once they have a concept of what a program can do they then investigate its features. In this way they have a framework to hang the new learning on. All instruction is detailed step-by-step with full images of what they aim to produce.

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After 35 years of teaching in IT at all levels I have developed a learning method that works with my students. The process is top down. After a brief overview, students are introduced to a new application through a working exemplar that they can explore. Once they have a concept of what a program can do they then investigate its features. In this way they have a framework to hang the new learning on. All instruction is detailed step-by-step with full images of what they aim to produce.
Flash CS6
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Flash CS6

(1)
A step by step guide to using Adobe Flash CS6. Students learn about the Flash interface, the toolbar and panels, using layers, animating armature motion, frame by frame animation, incorporating sound, motion tweens, using symbols, 3D animation and motion paths, movie clips, ActionScript, interactive buttons, shape tweening, and masking. All files required for the activities are available as a free download through a link at the bottom of the title page.
Into Graphics - Typography (with Photoshop)
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Into Graphics - Typography (with Photoshop)

(0)
In this unit we will explore typography, the appearance and lay out of text and how it can be used in Adobe Photoshop. Step-by-step instructions are suitable for Photoshop CS4, CS5, CS6 and CC, and on a PC or Mac. To do this we will investigate: •• typography terminology • categories of typefaces – serif, san serif, decorative, other • type style and type size • alignment and direction • type tools in Photoshop • choice of typeface • paragraph type in Photoshop • the use of white space • leading, tracking and kerning • type special effects, filters and masks in Photoshop • typographic hierarchy.
Into Graphics
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Into Graphics

5 Resources
A set of five units of work that act as an introduction to graphical design on computer. Students are exposed to a full range of concepts with full illustration and numerous hands-on tasks. Adobe Photoshop is employed where relevant. The set concludes with a full major project using design-process model to develop a series of products in Photoshop.
Into Graphics - Semiotics and Gestalt
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Into Graphics - Semiotics and Gestalt

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In this unit we investigate: • semiotics and graphics • reaction to sign and symbols: gain attention, convention and culture, response • denotation and connotation • principles of gestalt theory: similarity, continuation, closure, proximity, common fate, figure and ground • the role of Gestalt theory plays in graphics.
Into Graphics - Typography (with Illustrator)
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Into Graphics - Typography (with Illustrator)

(0)
In this unit we will explore typography, the appearance and lay out of text and how it can be used in Adobe Illustrator. Step-by-step instructions are suitable for Illustrator CS4, CS5, CS6 and CC, and on a PC or Mac. To do this we will investigate: • typography terminology • categories of typefaces – serif, san serif, decorative, other • type style and type size • alignment and direction • type tools in Illustrator • choice of typeface • the use of white space • leading, tracking and kerning • typographic hierarchy.
Into Graphics - Design project
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Into Graphics - Design project

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This unit looks at aspects of the design process and includes assessment items leading up to a major project. To do this we investigate: • the design-process model of discover, define, develop and deliver • research and information gathering • the creative process from ideas and drafting through to prototype • conduct a mini project • persuasive visual statements – visual communication, aspects of image communication and typographic hierarchy • implement a major project utilising the design-process model.
Into Graphics - Composition
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Into Graphics - Composition

(1)
In this unit we explore composition and balance in images. To do this we investigate: • what is good composition in an image • the techniques used to achieve effective composition • visual weight • forms of balance: symmetric, asymmetrical, radial and mosaic • forms of symmetry: reflective, rotational, and translational • photographic balance: color, tonal and conceptual balance • the rule of thirds • improving balance using cropping in Photoshop. The concepts introduced will be for photographs, but they apply equally to any other visual medium – from painting to web pages.
Object-role modelling
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Object-role modelling

(0)
Object-role modelling is a proven, teachable, method of developing database tables in optimal normal form. In this investigation we will look at: • problems with flat-file databases: redundancy, inefficiency, update anomalies and data loss • optimal normal form and object role modelling • universe of discourse and UoD experts • elementary sentences: entities, reference mode, labels and roles • developing conceptual schema diagrams • arity and ternary relationships • surplus and derived entities • uniqueness constraints: many:1, 1:1 and many:many • the normalisation process • constraints: mandatory, entity, frequency, equality, exclusion, external, and subset. This unit of work contains 10 classroom-tested activities to reinforce the concepts developed, as well as a fully worked exemplar of the CSDP (conceptual schema design process).
Solving problems
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Solving problems

(1)
In this investigation we will look at how we can use algorithms to solve problems, including: • problem solving methods: trial and error, analytical, reverse engineering, intuition, and evaluation • the types of problems that are suitable for computer solution • how an algorithm is different to heuristics • properties of an algorithm: unambiguous, finite, and general • using pseudocode to represent algorithms • the elements of an algorithm: assignment, call, and skip • debugging • the types of error that can occur in a computer program: syntax, runtime, logic, and intent • challenge questions • pseudocode syntax. This unit of work contains 4 classroom-tested activities to reinforce the concepts developed.
Artificial Neural Networks
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Artificial Neural Networks

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An investigation into artificial neural networks (ANNS) that looks at: • what a neuron is and how the brain uses neurons to learn and to process information • how artificial neurons work and how they can mimic natural neurons • building a simple brain from neurons • how to train an artificial neural network • calculations involved with artificial neurons • programming and training an ANN simulator, then using it to determine new output • the role and applications of ANNs. This unit contains 6 classroom-tested activities to reinforce concepts, including the use of an ANN simulator.
Coding from algorithms
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Coding from algorithms

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This investigation looks at: • what a 3GL computer program is; compiled and interpreted programs • the basic constructs needed to make a program • pseudocode, flowcharts, Nassi Shneiderman Diagrams, and structured development charts • the role of sequence in programming • using variables to store values; types of variables; declaring variables; naming conventions • constants and comments • selection: conditions and logical operators • nested selection and case statements • iteration: definite and indefinite, pre-tested and post tested • subroutines: procedures and functions • passing parameters by reference or value • scope: local, module/unit, and global • recursion. This unit contains 8 classroom-tested activities to reinforce concepts, including the development of programs from algorithms.
Human-computer interaction
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Human-computer interaction

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This study has variously been called interaction design, usability engineering, user interfacing, usability design, user-centred interface design, and so on. In this activity we investigate what HCI is including: • the user and the difference between the user model and the program model • the difference between goal and task based user focus • usability and user friendliness • forms of user interface: system and software; allowing for individual differences • design devices in HCI such as metaphor, idiom and affordance • user centric design and the design process • elements of good design; placement, harmony, typefaces and colour. This unit contains 7 classroom-tested activities to reinforce concepts introduced.
Structured programming
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Structured programming

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This unit looks at a formal way of going about structuring a solution to complex programming tasks using the Software Development Cycle. It also investigates some of the more useful ways of handling data in a 3GL such a C++, Java, Pascal or VB, by looking at: • using pseudocode • arrays • sorting • records • string handling • file handling • the software development cycle • structured programming • module testing • programming projects.
From data to information
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From data to information

3 Resources
This bundle begins with an overall introduction to information systems. The ORM unit shows how to design and develop relational database tables in 3NF. Finally the SQL unit shows how a 4GL can be queried to obtain meaningful data. Full details of each unit in its product descriptor.
Coding computers
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Coding computers

4 Resources
This bundle goes from the basics of setting up a use-friendly interface, through how to develop an algorithmic solution to a problem, and then onto the basics of building a 3GL computer program from first principles. It finishes with a look at using the Software Development Cycle to construct more complex programs. The activities are not language specific treating 3GLs generically. (See individual titles for more detail.)
Into Graphics - Colour
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Into Graphics - Colour

(1)
An understanding of colour theory is basic in design work. It is important to know which colours work well with others and how colour influences the mood of a design by appealing to emotions, evoking feelings, or stirring memories. In this unit we review the basics of colour. To do this we investigate: • how colour is perceived by the eye • reflective and emitted light • making a colour wheel in Illustrator • primary, secondary and tertiary colours • additive and subtractive colour and their relation to RGB and CYMK colours • colour temperature • tone, shade and tint • colour combination schemes: complementary, analogous, triad, split-complementary, tetratic and square • colour moods.