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Cell Biology
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OverviewProceduresOrganizers

Procedures for Teachers is divided into two sections:
Prep -- Preparing for the Lesson.
Steps -- Conducting the Lesson.




Student Prerequisites:
It would be helpful for students to have basic working knowledge of either ClarisWorks, Photoshop, or Illustrator.

Materials:
  • Reference materials/library resources pertaining to cellular biology (preferably with pictures).
  • Flip books that show basic principles of frame-by-frame animation.
Computer Resources:
Each student (or pair of students, if animations are to be completed jointly) will need at least one computer with Internet access to complete this lesson. While many configurations will work, we recommend:

-- Modem: 28.8 Kbps or faster.
-- Browser: Netscape Navigator 3.0 or above or Internet Explorer 3.0 or above.
-- Macintosh computer: System 7.0 or above and at least 16 MB of RAM.
-- IBM-compatible computer: 386 or higher processor with at least 16 MB of RAM, running Windows 3.1. Or, a 486/66 or Pentium with at least 16 MB of RAM, running Windows 95.

Additional Hardware: A scanner that will allow students to create electronic images of hand-drawn art work (optional).

Additional Software: ClarisWorks is an example of a simple graphics program for this lesson. The lesson also requires the use of GifConverter (Mac) or Paint Shop Pro, version 3.11 (PC), to convert the images to the GIF format before incorporating them into GifBuilder (Mac) or GIF Movie Gear (PC) for the final animation. (See Bookmarks to find links to download free versions of both of these programs.)

Adobe Photoshop and Adobe Illustrator are optional graphics programs that may be more difficult to use, yet both provide the ability to save images in the GIF format, thereby saving the extra step of file conversion. Technically advanced students with an interest and ability may already be familiar with Photoshop, which is the industry standard for imaging professionals.

For more information, visit What You Need to Get Connected in wNetSchool's Internet Primer.

Bookmarks:
The following sites should be bookmarked:

 Download.com
http://www.download.com

This site lists Web pages with links for downloading both GifBuilder and GifConverter.

 Shareware.com
http://www.shareware.com

This site lists Web pages with links for downloading GifBuilder, GifConverter, GIF Movie Gear, and Paint Shop Pro. Note: Paint Shop Pro version 3.11 can be downloaded for free; later versions must be purchased.

 Simplified Science Animations
http://www.geocities.com/Athens/Olympus/5297/index.html

A high-school science teacher's animations of cellular functions.

 Cells Alive
http://www.cellsalive.com

A gallery of sites that can be used for scientific education. All the images are for sale and cannot be reproduced without permission.

 Dictionary of Cell Biology
http://www.mblab.gla.ac.uk/~julian/Dict.html

An online dictionary of cellular biology. This site will help students explore and choose a cellular process.

 A Three-Dimensional Interactive Cell
http://www.cs.brown.edu/stc/outrea/greenhouse/ nursery/biology/home.html

3-D animations of model cells.

 Biology Tutorial Modules
http://ernie.bgsu.edu/~midden/MITBCT/7001main.html

This site contains online visual tutorials in organic chemistry, biomolecules, cell biology, cell membranes, and enzyme biochemistry.





There are three lessons in Cell Biology:

Bullet  Lesson I: Introducing the Project (2-4 class periods).
Bullet  Lesson II: Learning to Create an Animation (2-3 class periods).
Bullet  Lesson III: Producing the Final Product (5 class periods).


Lesson I:  Introducing the Project (2-4 class periods).


1.


Introduce the project and give students a quick overview of the use of animation and visualization in scientific research. Animations can be used in science to illustrate phenomena undetectable to the human eye, such as black holes or cell division; to illustrate something difficult to describe accurately with words, such as a lunar eclipse; or to synthesize cumbersome data into easily accessible visual aids.

If you have a computer with a projector and Internet access, or are hooked up to a large monitor, show the class several of the bookmarked animations. Students can also be required to visit the computer lab or library to explore the sites themselves. Distribute the Student Pathway, in Organizers for Students, when students view the animations. Show students some flip-books to introduce the idea that persistence of vision makes animation possible. Ask students to bring in books or other visuals that pertain to animation in general. Discuss with students how frame-by-frame animation works. Any resources (film, video, print) available to quickly relate to students how successive, sequential movement of frames creates the illusion of continuous movement would be helpful.


2.


Give students an overview of cellular biology and cellular processes. Include the following topics in your overview:

Cell Division:
Mitosis
Meiosis
Fertilization of an egg by sperm
Movement of molecules across a membrane:
Simple diffusion of water (osmosis)
Simple diffusion of ions
Passive transport via carrier protein
Active transport via protein pumps
Endocytosis
Exocytosis
Engulfment (amoeba)
Secretion
Protein Synthesis
Enzymatic Activity:
Lock and Key Model
Induced Fit Model
Motility:
Cilia (paramecium)
Flagella (euglena)
Amoeboid movement (amoeba)


3.


Explain that each student (or pair of students, depending on student-to-computer ratio, time, and other logistical constraints) is to complete an animation illustrating a cellular process. Students will use graphics software to create animations that can be viewed on any computer with a Web browser. The animations may even be posted on the school Web site (optional).


4.


Distribute the Assignment Sheet and the Storyboard Design Sheet, in Organizers for Students. Students should view bookmarked sites to see examples of cellular processes. They should then decide which process they want to animate.

Homework: Students should sketch the key frames of their animation, using the Storyboard Design Sheet. They should use the lines next to the storyboard boxes to explain their sketches.


Lesson II:  Learning to Create an Animation (2-3 class periods).


1.


Give your students an overview of the draw or paint features of the graphics software you have chosen for this project. Steps 2 and 3 highlight important frame-creating principles and procedures that are common to most graphics software.


2.


Explain that by scanning hand-drawn images or creating electronic images using a graphics program, students will create the first or last image in the animation. They will need to save this frame as a file and name it. Hint: As later frames are created, students will have to use the "Save As" command to rename each individual frame. Frames should be named in the same sequential order that the animation will follow (e.g., Cellbio1, Cellbio2, Cellbio3).


3.


Explain that after the first frame is created and saved, small incremental alterations of the original image can produce subsequent frames easily.

Using ClarisWorks in the drawing mode (or any vector-based graphics software, such as Adobe Illustrator or Corel Draw) allows you to easily select an element of an image and use the arrow keys to precisely change or move it. Using ClarisWorks in the painting mode (or any raster-based graphics software, such as Adobe Photoshop) allows you to easily paint over elements of an image.

Tell students that they will have to name the second frame using the "Save As" command to give it a new filename (remember to number the images so proper sequence is maintained). This step is essential to the success of the project.


4.


Students can create the images for the frames without using a paint program. If a scanner is available, they can create the first image using traditional art supplies and scan it into the computer. Students should then trace the key elements of the image and alter them slightly to create successive frames. Remember, each frame should be saved as a separate file.


5.


Explain that when students finish making and saving all of their frames, they will need to convert their files to the Gif format. Using GifConverter or Paint Shop Pro, each file is opened and converted one frame at a time. Using GifBuilder or GIF Movie Gear, the students then assemble the frames into their proper sequence.

If you will be using the Mac-based GifBuilder, tell your students that it is important to remember that the files (frames) can be sequenced in any order. Frames can even be used more than once in the final sequence. Students will simply need to copy the specified frame or frames and paste them into the appropriate part of the animation sequence. Also, tell students that they should try playing around with the static and dynamic transition filters in the "Effects" menu.


Lesson III:  Producing the Product (5 class periods).


1.


After you have approved each student's Storyboard Design Sheet, students can start to create individual frames on the computer, following the instructions outlined above. It is best to keep the images small (2 to 4 square inches).


2.


If your school has access to a server, your students' work can be displayed on the school's Web site. If a color printer is available, students can print the separate frames and assemble them into a flip-book. To add to the number of frames, print each frame at least twice and repeat each frame in the flip-book. This will make the flip-book more effective.




Submit a Comment: We invite your comments and suggestions based on how you used the lesson in your classroom.



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