User:Subekshya Poudel/Teaching Lesson Plan 6: Difference between revisions

From ICTED-WIKI
Jump to navigation Jump to search
(Created page with "<div style="column-count: 2; column-gap: 20px;"> '''Subject :''' Computer Graphics '''Period:''' Fourth '''Topic:''' Computer Graphics and Hardware '''Teaching Item:''' Architecture of Raster Scan and Random Scan '''Level:''' Bachelor 6<sup>th</sup> sem '''Unit:''' One '''Time:''' 50 min '''No. of Students:''' <br> </div> == Specific Objective == At the end of this lesson students will be able to: * understand the architecture o...")
 
No edit summary
Line 4: Line 4:
'''Period:''' Fourth
'''Period:''' Fourth


'''Topic:''' Computer Graphics and Hardware
'''Topic:''' Output Primitives


'''Teaching Item:''' Architecture of Raster Scan and Random Scan
'''Teaching Item:''' Pixel and Straight Lines


'''Level:''' Bachelor 6<sup>th</sup> sem
'''Level:''' Bachelor 6<sup>th</sup> sem
Line 20: Line 20:
At the end of this lesson students will be able to:
At the end of this lesson students will be able to:


* understand the architecture of Raster Scan and Random Scan in computer graphics
* understand the concept of pixels and their role in computer graphics
* compare and contrast the architectures of raster and random scan displays
* identify the characteristics of straight lines in computer graphics
* identify the advantages and disadvantages of raster and random scan displays
* demonstrate the ability to create pixel-based straight lines


== Teaching Materials ==
== Teaching Materials ==
Line 29: Line 29:
* Presentation slide
* Presentation slide
* Projector
* Projector
* Daily usage materials
* Graphics software (e.g., Adobe Photoshop, GIMP)
* Drawing tablets


== Teaching Learning Activities ==
== Teaching Learning Activities ==


# Start the lesson by providing an overview of the importance of display architectures in computer graphics.  
# Begin by introducing the topic of output primitives through a brief lecture covering the fundamentals of digital images.  
# Define Raster Scan and Random Scan technologies.
# Define pixels and straight lines as basic building blocks for creating images.
# Explain the architecture and working principles of raster scan and random scan display systems.
# Explain how output primitives are used in rendering graphics on display devices.
# Presentation of the architectures of raster and random scan displays with diagrams.
# Define pixels as the smallest unit of a digital image.
# Discuss how images are generated and displayed in each architecture.
# Discuss the properties of pixels, including color and position.
# Highlight the differences in scanning techniques, refresh rates, and memory requirements.
# Demonstrate how pixels are arranged in a grid to form images.
# Facilitate a discussion comparing the advantages and disadvantages of Raster vs. Random Scans.
# Introduce the concept of straight lines and their properties in digital images.
# Use graphics software to demonstrate how pixels form an image.
# Show how straight lines are created using pixels.
# Ask students to practice creating straight lines using drawing software or drawing tablets with different line thicknesses and angles.


== Assessment ==
== Assessment ==


1. What are the differences between raster scan and random scan technologies?
1. Explain the concept of a pixel and its role in computer graphics.


2. Provide an example where raster scan would be more beneficial than random Scan.
2. What is the significance of pixels in computer graphics, and how are they utilized in creating straight lines?
 
3. What are the disadvantages of raster scan displays compared to random scan displays?

Revision as of 02:39, 18 April 2024

Subject : Computer Graphics

Period: Fourth

Topic: Output Primitives

Teaching Item: Pixel and Straight Lines

Level: Bachelor 6th sem

Unit: One

Time: 50 min

No. of Students:

Specific Objective

At the end of this lesson students will be able to:

  • understand the concept of pixels and their role in computer graphics
  • identify the characteristics of straight lines in computer graphics
  • demonstrate the ability to create pixel-based straight lines

Teaching Materials

  • Laptop
  • Presentation slide
  • Projector
  • Graphics software (e.g., Adobe Photoshop, GIMP)
  • Drawing tablets

Teaching Learning Activities

  1. Begin by introducing the topic of output primitives through a brief lecture covering the fundamentals of digital images.
  2. Define pixels and straight lines as basic building blocks for creating images.
  3. Explain how output primitives are used in rendering graphics on display devices.
  4. Define pixels as the smallest unit of a digital image.
  5. Discuss the properties of pixels, including color and position.
  6. Demonstrate how pixels are arranged in a grid to form images.
  7. Introduce the concept of straight lines and their properties in digital images.
  8. Use graphics software to demonstrate how pixels form an image.
  9. Show how straight lines are created using pixels.
  10. Ask students to practice creating straight lines using drawing software or drawing tablets with different line thicknesses and angles.

Assessment

1. Explain the concept of a pixel and its role in computer graphics.

2. What is the significance of pixels in computer graphics, and how are they utilized in creating straight lines?