CLP Mapeh 10 Q2-LC1
CLP Mapeh 10 Q2-LC1
CLP Mapeh 10 Q2-LC1
IV. Content
TECHNOLOGY-BASED ART
A. Computer/Digital Arts
.Digital Painting and Imaging Videos – TV & Film
B. Principles of Art
1. Rhythm, Movement
2. Balance
3. Emphasis
4. Harmony, Unity, and Variety Proportion
C. Process:
1. Computer manipulation
2. Light setting
3. Digital enhancements
4. Printing
5. Digital circulation
V. Learning Resources:
A. References
1. Teachers Guide P137-140
2. Learners Materials P255-256
3. Textbooks pages P-108-127
4. Additional Materials from Learning Resource (LR)
portal
B. Other Learning Resource
1
Samples of Computer-generated Artworks (computer game,
digital painting, stop motion pictures)
C. Learning Materials
Computer desktop/ Projector/Photo editing app (Video Maker)
(teacher can use mobile app for video editing)
D. Indigenous/Innovative LM
VI. PROCEDURES
A. Reviewing previous lesson or presenting the new lesson
Review on the computer generated images/ photo manipulation,
Computer editing application (adobe Photoshop tools)
B. Establishing a purpose for the lesson
Pre-assessment
Conduct the following survey to assess what the studentsn know
or have experience concerning video games/ digital printing/ imaging
videos.
1. Do you play video games?
2. What devices do you play them on? Your mobile phone or
tablet? A Laptop? Desktop?
3. What particular games do you like to play?
4. What features make you choose a particular games over
others?
5. Is the visual appearance of the game important to you? Why or
why not?
6. Have you experience creating your own simple video game?
7. Have you taken videos of yourself and your friends/family? If so
what device do you use for this?
8. Do you use any video editing software? If so, what kind?
9. Have your tried digital painting? If so, what software do you
use?
10. Briefly explain what imaging videos are? In what areas of
modern life are these used? Have you experience d any of
these yourself?
Note: The teacher will select 10 students to answer 10 question for
3 minutes each.
C. Presenting examples/ instances of the new lesson
The teacher will show sample picture of famous Filipino developer of
games, digital paintings and imaging videos.
Digital Games
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The first on the list would be the
game that pioneered the game
development industry in the
country. Anito: Defend a Land
Enraged, a role-playing game
developed by Anino Games (now
Anino Playlab), was released last
November 2003 for Microsoft
Windows. It was warmly received by
Filipinos mainly because of the use of familiar features like terrifying
creatures from Philippine mythology.
Source: https://8list.ph/pinoy-developed-video-games/
3
Filipino Digital Artists Students Should Look Up To
Served as the co-director of the animated film Inside Out, Ronnie del
Carmen shared that he had to use his own life experiences to create
this masterpiece. He also landed a job as an animator in Warner Bros
and became a storyboard artist for Batman: The Animated Series.
Ricky Nierva
An art director and production designer, Ricky Nierva first joined Pixar
Studios as a part of the animation team. He also did some
storyboarding roles for Toy Story 2. On top of that, he won an Annie
award as the character art director for the feature film Finding Nemo.
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Paul Abadilla
Now a sets art director based in San Francisco Bay Area, Paul Abadilla
works at Pixar Studios for more than a decade now. He took part in the
making of feature films such as Cars 3 and Brave. On the side, he
gives local and international talks and creative art workshops.
Source: https://www.ciit.edu.ph/filipino-digital-artists/
The teacher will ask the students if they are familiar on the games and
films and if they are aware of the developer/ digital artist.
D. Discussing new concepts and practicing new skills #1
Lesson Discussion:
1. Have the class turn to pages 255-256 of the Horizons Grade 10
learner’s materials, and read the section on Video games,
Digital painting and imaging videos.
2. Lead the students in a short discussion on how these different
forms of digital imaging are used in daily life.
E. Discussing new concepts and practicing new skills
Lesson Discussion:
The teacher will discussed famous foreign forms of digital imaging
software on creating the app or film.
Mobile Legends: Bang Bang is
a multiplayer online battle
arena (MOBA) mobile
game developed and published
by Shanghai Moonton Technology.
First released in 2016, the game has
become popular in Southeast
Asia and was among the games chosen for the first medal
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event esports competition at the 2019 Southeast Asian Games in the
Philippines.
Fusion 2.5
Source: https://www.businessofapps.com/guide/android-game-makers/#10
Film and animation
Transformers is a 2007
American science fiction action
film based on the Transformers toy
line. The film, which
combines computer
animation with live-action filming, was
directed by Michael Bay, with Steven
Spielberg serving as executive
producer. It was produced by Don
Murphy and Tom DeSanto, and is the
first installment in the live-
action Transformers film series. The
film stars Shia LaBeouf as Sam
Witwicky, a teenager who gets caught
up in a war between the
heroic Autobots and the
villainous Decepticons, two factions of
alien robots who can disguise themselves by transforming into
everyday machinery, primarily vehicles. The Autobots intend to retrieve
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and use the AllSpark, the object that created their robotic race that is
on Earth, to rebuild their home planet Cybertron and end the war, while
the Decepticons have the intention of using it to build an army by giving
life to the machines of Earth. Tyrese Gibson, Josh Duhamel, Anthony
Anderson, Megan Fox, Rachael Taylor, John Turturro, and Jon
Voight also star, while voice actors Peter Cullen and Hugo
Weaving voice Optimus Prime and Megatron respectively.
Source: https://www.youtube.com/watch?v=nEkIGk67Yp4
Have the class answer the question on page 257 of the Horizon grade
10 Learners Materials.
1. How has computer technology contribution to the development
of video games?
2. Name some of the most popular types of video games today.
3. On what kind of devises can such games be played?
4. Can a young person like you create your own video game? If
yes, how?
5. What is digital painting?
6. Briefly describe the two different types of digital painting
presented.
7. Briefly explain today’s video technology.
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8. How do you used video technology personally? For school
purposes?
9. How is it used in modern life?
10. What valuable purposes do “imaging videos” serve in the fields
of medicine and science?
G. Finding Practical applications of concepts and skills in daily
living.
Group Project: Video Games/Digital Painting
1. Divide the class into groups of five to six students each.
2. Assign half group to create their own video games (using any
simple software that they have available or can download from
the internet for free) and the other half of the groups to create
works of digital painting.
3. Instruct them tom follow the procedure given in the LMs. (note:
Due to time constrains, they will need to work on these group
project outside of class hours)
4. They will then save their finished video games or digital
paintings in a storage device that you hold for safekeeping until
the culminating exhibit of technology-based art.
H. Making generalizations and abstractions about the lesson.
Have the class answer the questions on pages 257-258 on the LM’s
10.
1. Compare your experience in creating your own simple video
game with that of your classmates creating a digital painting,
and vice versa.
2. Do you think that video games can be considered a form of
modern art? Why or why not?
3. Is digital painting as artistic as the traditional modes of painting?
Support your opinion.
4. Is there a value to imaging videos apart from the entertainment
or even documentation purpose of regular videos? Give some
examples.
5. Discuss how this shows that technology can serve aesthetic and
practical-even vital-purpose in today’s world.
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VII. Evaluating Learning
Art Exhibit
Graded performances/Customized Rubric System
Using the students hands-on activity output the teacher will administer
an art exhibit inside the classroom guided to this tool.
Exhibit Rubric
Text and
Content Presentat Interactive Imagery Graphs
Excellent Content is Theiondisplay Straightforwar Straightforwar Textual and
90-100 rich, is d d graphic
simple and visually theme is theme is material is
clear. effective, introduced conveyed concise,
Content drawing through a through a few purposeful,
leads the eye to simple, finely crafted and highly
viewers to a logical creative and and detailed legible.
new starting well designed images. There is an
discovery. place interactive Significant opportunity
followed device. creativity and for discovery
by a Viewer personal for the
sensible engagement investment viewer.
Very Good Content is The display and
sequence A clear theme
curiosity A clear
are theme Textual and
evident.
80-89 is
complete and of is is graphical
images are piqued.
includes visually introduced conveyed material is
and
relevant sensible. through a through a few concise,
graphics.
detail. The simple, well well crafted relevant to
sequence designed images. the central
is clearly interactive Personal theme, and
laid out for device. investment is legible.
the viewer. Viewer clearly
Good There is The main engagement
A theme is evident.
Central theme Textual and
70-79 adequate theme and curiosity
introduced is graphical
detail. is still is evident.
through a evident in a material is
Some discernible, plainly few plainly too extensive
extraneous but the designed crafted and includes
information layout is interactive images extraneous
and minor visually device. despite information.
gaps are confusing. Viewers take some lack Small print
included. some notice. of clarity. and poor
graphics
make
Below There is Lacks An interactive Central theme material
The designer
hard
Expectati insufficient visual device is is relies
to too
read.
ons 60-69 detail, or clarity. A present, but not evident, heavily on
detail is central not clearly and images printed
irrelevant and theme is linked to a are poorly information.
extraneous. lacking or theme. rendered Tests and
not evident. Viewers fail and too graphics
to respond. numerous. contain
irrelevant
and
extraneous
VIII. Additional activities for application or remediation information
and are
Students are given more time to finish the output
illegible.