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COMPUTER ANIMATION FOR NURSERY PUPILS

COMPUTER ANIMATION FOR NURSERY PUPILS

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COMPUTER ANIMATION FOR NURSERY PUPILS

Chapter One: Introduction

1.1 Background for the Study

Humans sought to show motion long before the creation of cinematography, dating back to the Palaeolithic period. Shadow play and the magic lantern provided popular presentations with projected images on a screen that moved as a consequence of manual manipulation and/or modest mechanics.

The Phenakistiscope developed the stroboscopic technique employed in modern animation in 1833, and it served as the foundation for cinematography as well.

There are various examples of untimely sequential images that appear to be tied to a set of animation drawings. Although it is unlikely that these images were intended to be seen as animation

the majority of these instances of images would only allow for a very low frame rate when animated, resulting in unpolished animations that are not very realistic.

The possibility of imagining a technology that could have been used during their production, but no definitive evidence in artefacts or descriptions has been discovered.

It is frequently contested that these untimely or early sequential images are misinterpreted as pre-cinema by brains acclimated to film, comic books, and other modern sequential images, despite the fact that the designers of these images did not intend anything similar.

The concept of instances smaller than a second that are required to break down an action into sufficient phases for fluent animation did not actually emerge until the nineteenth century.

Palaeolithic cave paintings show early attempts to represent the concept of motion in a still drawing, with animals frequently depicted with numerous legs superimposed.

It has been suggested that these superimposed figures were intended for animation, with the flickering light of a fire or a passing torch illuminating different portions of the painted rock wall, showing different aspects of the motion.

In general, education refers to any act or event that has a formative effect on a person’s mind, character, or physical abilities. In technical terms, education is the deliberate transmission of society’s acquired knowledge, skills, and values from one generation to the next. Education is also defined as the process of becoming an educated individual.

Childhood has changed fast in recent years, and the approaches that instructors or educators use with children and adolescents should reflect these changes.

Children learn best when they appreciate what they are doing. Animation is a fun and effective way to enhance and develop children’s learning. Animation helps children develop abilities in storytelling, visual communication, cognitive, emotional, ethical, and aesthetic components, observation and sensory aspects, focus, problem-solving, and innovation.

1.2 Statement of Problems

The difficulty with the current approach is the utilisation of static materials. Static materials are concrete items or images that do not appear to alter location. The problem with static graphics for youngsters is that they do not improve their imagination, making learning less fascinating and boring for them.

1.3 Aim and Objectives of the Study

The goal of this study is to create a computer animation for nursery students.

The research aims are as follows:

To introduce graphics to students as a valuable educational instructional element for improving learning.

Creating an animation on the current method to prepare youngsters to greet and face the future with a smile and confidence.

Explore the design considerations involved in the development of effective animated learning products.

To demonstrate the use of the C# programming language as an effective educational technology for improving learning.

Show the cognitive consequences of animated learning materials used in the classroom.

1.4. Methodology

This project’s basic method is based on the waterfall paradigm. Because of its event-driven nature, Microsoft Visual C# – Winforms Application was utilised as the primary tool for software development.

1.5 Significance of the Study

The significance of this study is to adopt computer technology that illustrates with graphics and animations, playing with human voice, an instructional material designed to aid the retention and assimilation of a child

thereby creating a joyful, interactive, and interesting environment for a child to learn through illustrations, examples, and interactive tools particularly designed to emphasise on the hard spots of the regular curriculum.

1.6 Scope of the Study

The goal of this study is to create computer animations for early childhood exclusively. It does not include toddlerhood, middle childhood, adolescence, and adulthood.

 

1.7 Limitations of the Study

This research is limited to animal animation using the alphabets A-Z, roman numerals numbered 1–1000, and human anatomy.

1.8 Definition of Terms

LABEL: A Label object is a component that allows you to place text in containers.

SCENE: A scene is used to arrange a document in an orderly fashion.

STAGE: This is where animations and visuals appear. It reflects the visible portion of the project being worked on.

ANIMATION: The process of creating inanimate objects or drawings that appear to move in motion movies or computer graphics.

THREAD: A thread is the path that a programme takes during execution. In this project, it is utilised to adjust the duration of each scene’s sound playback.

SYMBOLS AND INSTANCES: A symbol is a reusable item that acts as a master for creating duplicates of the same object. An instance is a copy of the original symbol. An object’s colour, size, shape, and position can all be changed without changing the original sign.

FRAME: A frame organises and controls the content of a document.

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