User:Subekshya Poudel/Teaching Lesson Plan 2: Difference between revisions

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


* understand the historical development of computer graphics
* understand the various input devices used in computer graphics
* identify key milestones and technological advancements in the field
* explain the functionality and applications of each input device in computer graphics
* explore various applications of computer graphics in different industries


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


# Begin with a brief discussion on what computer graphics are and why they are important in various fields.
# At first I will ask the students about input device and their uses they have known till now.  
# Present a chronological overview of the history of computer graphics, starting from early developments in the 1950s to modern advancements.
# Discuss the importance of input devices in computer graphics and hardware.
# Use visuals and videos to illustrate the evolution of computer graphics.
# Show examples of common input devices like mouse and keyboard.
# Discuss various applications of computer graphics in industries such as entertainment (animation, gaming), design (CAD/CAM), medicine (visualization), and education (simulations).
# Present each type of input device one by one (mouse, keyboard, touch panel, light pen, digitizer, data glove, bar code, OCR, OMR, MICR).
# Show real-world examples to illustrate the impact of computer graphics in these industries.
# Explain its function, components, and how it interacts with the computer.
# Discuss examples of where each input device is commonly used, such as the mouse in graphic design and the touch panel in mobile devices.


== Assessment ==
== Assessment ==
1. How has computer graphics transformed the entertainment industry?
1.
 
2. Provide an example of how computer graphics are used in the education field.