Activity 8, Advanced - Intro to Spatial Mapping

In this adventure, students will begin mapping the SVG Canvas units to physical and tangible drawing surfaces utilizing tactile drawing paper. Students will draw basic shapes on tactile dot or graph paper and understand how to mark and understand shape positions around the canvas and measure the dimensions of their shapes.

Setup - Activity 8

This activity can be broken down into several elements for lesson planning.

Objectives

Materials Needed

Alternate Materials

Ideas for Carrying Out This Activity

Adventure Map: Activity 8

Teaching tip: Provide sufficient time for the student to explore, develop skills, and have fun at each step! Encouraging creativity and personal preferences for drawing as much as possible. Some students may be able to accomplish each step in one session; most students will need several sessions to complete the adventure.

1. Introduction

By this point through TADA, students should be comfortable drawing basic shapes via tactile drawing surfaces. Ask your students how they think computers know how large or small to render graphics and where to place them on the screen or paper.

The answer is numbers, specifically the numbers the students give the computer. When drawing shapes, ideas like size, positioning, line thickness, and more are understood by the computer as "attributes" and the numbers that change these attributes are called "values." We have to know the values of the various attributes of the shapes we draw in order to accurately input them on the computer.

2. Create Your Graphic

Provide your student with drawing materials. Ask your student to draw a series of basic shapes with different attribute values on the tactile paper. The following are some example instructions:

Once students get an understanding of how to think about the attributes and the values as they appear on the tactile paper, have them explore drawing their own scene or set of shapes, sticking to basic shapes and straight lines.

3. Talking through Design Process

4. Conclusion

Once students are comfortable with the canvas space, get them excited for the next step of translating their designs into actual code on the computer that will render it digitally.