Course Criteria

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  • 3.00 Credits

    Credits: 3 Prerequisite(s): EDU-330, EDU-331, EDU-325 or EDU-326 Currently offered: Spring 2008: Day/Evening (1) Fall 2008: Day/Evening (1) Description: Students will investigate and implement differentiated instruction as a philosophical approach to meeting the instructional needs of all students in a middle/high school classroom. We will also examine and apply differentiated learning strategies to real life situations. Differeniating lesson plans and instruction will be modeled throughout this course. This course will include a two-three hour field placement in a differentiated classroom.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): EDU-312 and EDU-313 Must complete 90 credits, pass the Praxis I exam and have a cumulative GPA of 3.0 or better to enroll in this course. Currently offered: Spring 2008: Day/Evening (1) Fall 2008: Day/Evening (1) Description: This seminar was developed to provide students with an opprtunity to share and reflect on pedagogical and interpersonal issues they encounter during their student teaching experience. The goal will be to imporove the quality of pre-service teaching. Emphasis will be placed on building a professional learning community with peers. We will explore issues such as assessment, multicultural education, the use of technology, teacher evaluation and emerging trends in education. We will slso use this course to develop students' licensing portfolios.
  • 9.00 Credits

    Credits: 9 Prerequisite(s): EDU-312 and EDU-313 Must complete 90 credits, pass the Praxis I exam and have a cumulative GPA of 3.0 or better to enroll in this course. Currently offered: Spring 2008: Day/Evening (7) Fall 2008: Day/Evening (1) Description: Students will spend four and one-half days each week as a student teacher in a kindergarten through sixth grade classroom. Lesson plans and a two-week thematic unit will be developed and taught under the supervision of the cooperating teacher and college supervisor. Lesson and unit plans will be linked with the Vermont Standards. Weekly seminars will provide opportunities for students to share learning and teaching experiences as well as to share information on teacher licensing, final portfolio development and job placement. (Spring only)
  • 3.00 Credits

    Credits: 3 Prerequisite(s): None Currently offered: Spring 2008: Day/Evening (4) Description: How did the game industry evolve into the eye-popping, genre-driven, electronic industry it is today? We examine the history of electronic games, the evolution of the computer and console market, and a host of today's most influential and significant games. Then we turn a critical eye toward testing games, learning to tune gameplay designs for increased playability and fun. As we play-test Beta versions of games to uncover and fix as many defects as possible, we'll also learn how to design effective tests, use bug database software, and interpret player feedback. Firsthand experience is invaluable when it comes to evaluating and tuning the strength of your own game designs.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): Only Game Majors may enroll in this course. Currently offered: Spring 2008: Day/Evening (2) Description: What's the difference between an FPS and an RPG? Are discovery and exploration important in every style of game, or can they detract from a cool game concept? We answer these questions by examining genres in games and analyzing some of the gameplay styles associated with them. Then, once we've discovered strengths and weaknesses inherent to particular game styles, we'll develop skills necessary to formulate and evauluate our own original gameplay ideas.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): MMG-101 Currently offered: Spring 2008: Day/Evening (1) Fall 2008: Day/Evening (3) Description: From storyboard to moving pictures - how do Pixar and ILM do it? An introduction to 3-dimensional computer animation gives the advanced student a hands-on appreciation for what it takes to work in the animation industry. Basic principles of 3D modeling, lighting and movement will be explored. This studio class relies on the student's drive to experiment and dive into extremely complex computer programs. A 3D animated "short" comprising of student created models, environments and textures will be the culminating outcome of the course.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): EGD-200 Only Game majors may enroll in this course. Currently offered: Spring 2008: Day/Evening (4) Description: Learn to function as a productive member of a game design team. As we work through the phases of game development-- exploring the collaborative responsibilities of artists and designers along the way--we'll learn to document game ideas and bring them to fruition as solid, playable, 2D game prototypes.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): ART-110 Currently offered: Spring 2008: Day/Evening (2) Description: All video game players know the thrill of becoming lost in the game. But how do game designers create such absorbing spaces, figures and action? This class is your opportunity to master the principles that will give life to your drawings and create believable game space of the fantastic. Unlike traditional drawing classes, Drawing for Game Design explores proportion, muscle and skeletal movement and the figure/ground relationship by working from interacting models that pose with props and costumes. The result will be disciplined drawing skills that will help you to realize the dynamic figures of your own imagination.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): EGD-215 Currently offered: Spring 2008: Day/Evening (3) Description: As a 3D art student you've covered the breadth of 3D territory but now it's time to dive deeper and polish your modeling skills. In this class you will become a solid 3D modeler and texture artist. Sculpt believable models using primitives, polygons, Nurbs and subdivisions. Fully developed 3D computer models with realistic textures will be your final products.
  • 3.00 Credits

    Credits: 3 Prerequisite(s): EGD-210 Only Game majors may enroll in this course. Currently offered: Spring 2008: Day/Evening (2) Description: Telling stories in games is not like telling stories in movies or books: the addition of interactivity robs writers of many of the tools used to create emotion, develop character arcs, and even maintain a consistent plot line. This class examines the conflicting demands of gameplay and story, and then discusses alternate story-telling methods that can transform stories in games from simplistic, clunky add-ons into mature and compelling art forms.
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