EdTech 504: Module 5 Final Synthesis Paper

Final paper submission

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EdTech 504: Module 4 Reflection

Module 4 Reflection

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EdTech 504: Module 3 Refelction

After working through this module I must admit that I was a bit confused. Reading all the chapter summaries provided enough information to get a grasp at what everything was about. So in this reflection I decided to take a look back to where educational technology has been and associate different learning theories in my own education.

Teaching with educational technology started before we were born. In my lifetime I have worked in and witnessed how emerging technologies have come into the lime light and fade away with another evolution. Currently, educational technology is in the process of becoming digital. Physical items are being phased out and eliminating the need for warehouses to store items in. Personally, I have moved away from purchasing physical DVD’s to buying only digital content or renting streamed materials. So, I have to admit that technology provides access to powerful resources and physical devices to access them (if you can afford to buy them). Often, I take time to look around at the crowd of people and see what they are doing. As you can guess over half are spending face time with digital devices to communicate; Hey … I’m right here talk to me in person.

As for educational theories and frameworks, they seem to be sound, yet versatile enough to be revisited and reflected upon. In elementary grade the instructional approach was that of a traditional classroom; lecture/preach, then wonder around and teach (help) those who are struggling. This constructivist approach has dominated the paradigm in learning (Issroff & Scanlon, 2002). Fast forward, the learning theory Constructivism really applies itself to the use of technology in the classroom. This learning theory is about authentic learning and self discovery that creates knowledge. Back then scenarios were about the past, as compared to today where teaching put emphasis on placing instruction into real world scenarios. Technology can do all of that for students. It can bring experiences to them as well as create scenarios to make all topics relevant. Going back to my past scenario, after the traditional class and school let out, at least in my past, I would collaborate with others (group learning) to go over (communicate) what we needed to do in order to accomplish our homework assignment(s).


Issroff, K., Scanlon, E. (2002).  Educational Technology: The Influence of Theory.  Journal of Interactive Media in Education.

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EdTech 504: Topic 3 Additional Chapter Summary

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EdTech 511: Module 4 Assignment 2 Showcase

SWF           FLA             HTML


This week we are going to create animation. These different animation types are key components in Flash. It is important that you make sure you are able to create all types of animations in Flash.

Creating frame-by-frame animation

Flash provides several methods for creating animation. The frame-by-frame method is derived from the traditional animation process whereby the content is redrawn on each frame with slight differences from the previous frame. When these frames are played in sequence, there is an illusion of movement. Creating frame-by-frame animation is very time-consuming; it is usually used to produce sophisticated motions.

Animating with motion tweening

For a simple moving objective, it’s not necessary to do it frame-by-frame. You can set the position and attributes of your art in the beginning and ending frames and Flash will create all of the frames in between. This is called tweening. Motion tweening can only be applied to symbols; therefore, you must convert your graphics or text into symbols before creating motion tweening. In Flash, two types of tweenings can be created on the timeline: motion tweening and shape tweening. In CS5, motion tweening is further divided into motion tweening and classic tweening.

Animating with shape tweening

Shape tweening works similarly to motion tweening. It follows the same structure of keyframing in the Timeline. The main purpose of shape tweening is to transform the shape of an object into another shape. In the previous chapter, motion tweening could only be applied to symbols. Shape tweening must be applied to an editable shape; therefore, it can’t work with symbol instances. Flash utilizes different colors to represent motion tweening (blue) and shape tweening (green) in the Timeline.

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EdTech 511: Module 3 Assignment 1 Showcase

My html page         My swf page         My fla file

Assignment 1 (Graphics & Text) Requirements

Please create a simple Flash project. Incorporate graphic elements  into a Flash project. Be sure to include the following elements:

  • At least 1 graphic symbol
  • At least 1 button symbol
  • At least 1 movie clip   symbol and,
  • At least 1 static text.

Graphics, Symbols, & Text

Creating Graphics in Flash

Flash offers a full suite of tools for creating and editing graphics.  When you draw in Flash, you create vector art. You can think of vectors as  mathematical functions that use fewer lines of computer code to determine  lines and points (vs. regular graphic files, such as bitmaps that must        account for each individual pixel on a computer screen). Vector-defined art        is not limited by resolution like bitmaps. This means that they can be scaled to any        size without a loss in quality or increase in file size.

This week you will learn how to use different drawing tools to create  graphics in Flash CS4/CS5/CS6

Working with  Symbols

Graphic, button, and movie clip symbols are core objects in Flash        animation.  Make sure        you understand the characteristics of the three types of symbols. The        built-in Flash library stores all of the useable art and other objects that        can be used in your movie, including symbols, sounds, video clips, bitmaps,        and other components. The library can also help you to organize, sort, and        keep track of the components used within your Flash project.

Working with Text

In Flash, there are three types of text: static, dynamic, and input.  Static text is used for presenting static information. Dynamic and input text  is used for creating interactivity. You will have the opportunity to use  all three types of text later on this semester.

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EdTech 504: Module 3 Annotated Bibliography

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