Note:
You can take this course even
if you have already taken other sections of EME6930 such as
Hyperscripting and Web Programming.
This course meets the programming requirements of the M.Ed. and Ph.D. in Instructional Technology, and it can be applied to any two of the three following three Graduate Certificates in Instructional Technology: Distance Education, Web Design, or Multimedia Design.
PREREQUISITES
Classroom
There is no permit required for taking the course in the classroom. However, because programming is different from other activities involved with designing instructional with technology, it is suggested that you review prerequisites and the implementation method to assure that you will have the skills and the time available in order to be successful with learning to program with an object oriented programming language.
- Adobe CS3, CS4, or CS5 Flash Professional. Special academic pricing is available at the USF computer store. Please talk with Bill Rose. If you work for USF, you have access to Adobe Flash CS4 and CS5 on a computer owned by USF. All students can access the Adobe CS4 and CS5 Master Collection from home using the USF Application Portal at http://apps.usf.edu/ However, using this portal is more complicated and takes additional time
- Moderate Information Communication Technology (ICT) literacy skills
- Operating system and Internet skills (e.g., downloading and saving files from the Internet; using Save As to change file formats; uploading files to a server; sharing files in Content Collection of Blackboard; compressing and extracting files and folders; sharing information through e-mail attachments; and installing programs on your computer)
- Office Suite (word processing and presentation creation)
- Graphics software (manipulating graphics by cropping, changing their size and resolution, and rotating their orientation; using drawing tools and fills in a graphics program to create simple shapes)
- Basic HTML skills
- Time for daily engagement in activities. Please understand that, learning a programming language is like learning a foreign language. You will need the time to be immersed in daily activities. Learning to program is very difficult, if you only have time on the weekends to devote to course work. Please consider your course load and other responsibilities during the semester.
COURSE DESCRIPTION
EME6930 Programming Languages in Education (PLE) Flash is an introductory course that uses the Flash authoring environment and ActionScript 3.0, an Object-Oriented Programming (OOP) Language, to develop interactive and multi-media applications that can be used for instruction and the collection and manipulation of educational data.
This course, which is offered by the Instructional Technology program in the College of Education, is focused on using ActionScript3.0 to program interactive educational applications based on best practices for interactive multi-media instructional design. There is only one set of requirements and expectations for all students in the course.
This course can be counted toward two out of three possible Graduate Certificates** in Instructional Technology (Distance Education, Web Design, or Multimedia Design), the PLE requirement for the Ph.D. and M.Ed. degree programs, or an elective for Instructional Technology Ed.S. degree programs. If Web Programming I is used to meet the PLE requirement, then EME6930 PLE: Flash can count as an elective for the Ph.D. and M.Ed. degree programs. Check with the instructor or your academic advisor if you have any questions.
Note: **If you are want to earn a graduate certificate as a certificate student, then you must apply for each certificate before you complete the last course for the certificate. Certificates must be completed in five years. However, if are enrolled in a graduate degree program in Instructional Technology at USF, then you can apply for graduate certificates at any time before you graduate, and the five year requirement does not apply to you.
COURSE REQUIREMENTS
Course Materials
Adobe CS3 Flash Professional, Adobe CS4 Flash Professional, or Adobe CS5 Flash Professional; all textbooks are available on the DVD or the Adobe web site. You can obtain a student license for this from the USF computer store. Please ask for Bill Rose. You can also use the USF Application Portal athttp://apps.usf.edu/ to use Adobe CS4 and CS5 Master Collection for free from home. If you choose to use the USF Applications Portal, then please assure that you can access it.
Optional Books that have been recommended by previous students:
- Adobe Creative Team (2011). Adobe Flash Professional CS5: Classroom in a Book.
- Adobe Creative Team (2011). Actionscript 3.0 for Flash Professional CS5: Classroom in a Book.
- Braunstein, R. (2010). Action Script 3.0 Bible, (2nd Ed.). Wiley. http://www.actionscriptbible.com/index.html
- Moock, C. (2007). Essential Actionscript 3.0. Adobe Developer Library.
- Richardson, D. & Milbourne, P. (2009). Foundation ActionScript 3 for Flash and Flex. New York: Springer-Verlag. http://www.friendsofed.com
Course Goals
Students will:
Course Objectives
Students will:
- Use rubrics to evaluate interactive multi-media instructional applications.
- Identify strategies and procedures for using high level programming languages to implement instruction and to collect & manipulate educational data.
- Describe the general purposes of programming languages and how programs are designed.
- Design interactive instructional applications based on the best practices recommended by recognized experts in instructional design and technology-based instructional design or published in peer reviewed journal articles in the field of instructional technology and instructional design
- Operate an event-driven, high level language in a GUI (graphical user interface) operating environment
- Describe and use ActionScript 3.0 statements
- Describe and use ActionScript 3.0 functions and operators.
- Describe and use ActionScript 3.0 objects, event handlers, and methods
- Describe and use ActionScript 3.0 variables and data types
- Manipulate numeric and string data
- Use arrays to store, retrieve, and manipulate large amounts of data
- Describe and use ActionScript 3.0 for decision-making
- Describe and use iteration and repetition with ActionScript 3.0
- Employ and control multimedia with ActionScript 3.0
- Use ActionScript3.0 to store and retrieve information in a "Flash" cookie
- Describe and apply procedures to "debug" ActionScript 3.0 programs
- Use comment statements in your ActionScript3.0 to describe the procedures and syntax used
- Publish applications developed with ActionScript3.0 to the web
REGISTRATION
You can register for this course as a degree-seeking
student, a non-degree, or graduate certificate seeking student**. In other words, if you
are taking the course for recertification, you might not be in a
"formal" degree program. In that case, you can register as a
non-degree seeking student. Visit the USF Registrar's page and click on Non-Degree
Student Admission. If, at a later date, you decide to enter a
degree program, you will be able to use two of the courses that you
took as a non-degree seeker.
Note: **If you register as a certificate student you will be assessed an additional fee per credit.
Please see the description of fees for graduate certificates in Instructional Technology http://www.coedu.usf.edu/it/curriculum/certs/
EVALUATION
Your course grade will be based
on the following criteria.
Class Activities (60%) -- The class activities are anchored to problem-based instruction. There are a series of nine activities. Each of these activities contains one or more evaluation products to be completed by the student. All assignments must be submitted by the due date in order to obtain any credit. You will have opportunities to revise your grades by responding to feedback provided, if you turned in the original assignment on time.
Quiz Assessments (10%) -- Ten quizzes will review programming concepts each week. The highest score earned for each quiz will be recorded; unlimited attempts for engaging in quizzes.
Final Exam (15%) -- A final exam created from the questions in the test bank for all of the quizzes will be administered face-to-face during exam week.
Final Prototype Project (15%) -- In order to obtain an A in this course, there is an additional final prototype project with written proposal paper. An acceptable project is a sophisticated and integrated instructional application that demonstrates your ability to use the ActionScript3.0 programming language, which you learned during this course, in complex ways. It is important to plan this application early so that you can utilize the programs that you write for your assignments in the the programs that you will use in your project. In order to receive any credit for this project, the paper must be submitted on-time, the project must be pre-approved, and the final prototype must work without error. Please see previous projects of students in the IT Flash Showcase.
Please see policies below for withdrawal from the course and incomplete grade.
Grade |
% |
A |
90-100 |
B |
80-89 |
C |
70-79 |
D |
60-70 |
TENTATIVE SCHEDULE
Tentative Schedule of Activities
| Activities/ Projects |
Programming Concepts |
| Best Practices for Designing Interactive Multimedia
Educational Applications |
ActionScript 3.0 Programming Language -
Modularity with Classes and Inheritance;
Objects, Properties, Instances, Methods |
| Flash Interface, Timeline, Frames, Graphics, Libraries, and Navigation |
Symbols, SimpleButtons, Events, EventListeners, Functions, Conditionals |
Animation and Learner Control
|
Object Variables, Methods, MovieClips, Accessing MovieClips inside of MovieClips |
| Interactivity and Learner Engagement |
Display Objects, Sprites, Loops, Creating MovieClip Classes |
| Text, Components, Data Collection, and Feedback |
Declaring Object Variables, String Variables, Transferring Information, Importing Classes, Formatting Text, Embedding Fonts |
| Slide Shows and Data Display |
Arrays, Multi-dimensional Arrays, Data Components, External Files, and XML |
Quizzes, Randomization, and Timers
|
Private and Public Variables and Functions, Passing Parameters |
Using Multimedia in Complex Applications
|
Loaders, Contexts, Sound, Video, Images, SWF, URL, PDF, Multiple External Files |
| Field Tests and Formative Review |
|
| Culminating Activities |
|
|