[TOTAL: 60 marks] |
School Journal Part 1, Number 1, 2003
Learning Media Ltd, Wellington, NZ |
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This contract contains activities for each of the Thinker's Keys [What is this?] listed in the table below. The activities are all based on the NZ School Journal Part 1, Number 1, 2003. Keep track of the activities you have completed by ticking each activity off as you go. You must do 12 of the listed activities.
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[1] B.A.R. Key |
B.A.R. a school bag like the one used by Kiri (pages 30 – 32).
B - Make one part bigger Draw your new design and include appropriate explanations/descriptions. |
[2] VARIATIONS Key [What is this?] |
How many ways can you scare away burglars (an idea from the play, "Shh - We're Watching TV")? Write and/or draw (and label/caption) SEVEN quality ideas. |
[3] DIFFERENT USES Key [What is this?] |
List and explain SEVEN different uses for a worm (as in the poem, "That's Why")? You might like to draw and label/caption some ideas to make your ideas clear and easy to understand. |
[4] QUESTIONS Key [What is this?] |
Write SEVEN quality questions to which "illustrator" is the answer. |
[5] INTERPRETATIONS Key |
The worm is swimming. Give SEVEN possible (and creative!) reasons for this. |
[6] PREDICTIONS Key |
Predict SEVEN new and futuristic methods burglars might use to break into houses. Draw and give a description caption for each of your ideas. |
[7] WHAT IF Key |
Read "Wild and Wacky". Key question: What if all our illustrations became reality?? Copy and complete the diagram below based on the key question above. Be creative!
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[8] PICTURE Key |
Read the story, "Dress-up Kit Number One". Now look at the picture below. It is incomplete and your job is to complete it! Your completed picture must be related to the story, "Dress-up Kit Number One". Once you have completed the picture, colour it and give it a caption which makes it clear how it relates to the story. Be creative!
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[9] CREATIVITY Key |
The "CREATIVITY KEY" is all about thinking creatively - inventing or creating new ideas. Read the story, "Dress-up Kit Number One". Give THREE ways Dion and his mum make their money problems easier. Be creative! |
[10] FORCED RELATIONSHIPS Key [What is this?] |
How might you use a pop-up card, a worm, and a guard dog to achieve better marks at school?? Give TWO solutions. Draw a diagram and write a description/explanation to clearly illustrate each of your ideas. All three items MUST be included in each of your solutions.
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[11] COMMONALITIES Key |
Find TEN common points between a BURGLAR and an ILLUSTRATOR. |
[12] ALPHABET Key |
List artistic activities for each letter of the alphabet:
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[13] BLACK HAT [What is this?] |
Think about the disadvantages (BLACK HAT POINTS) of pop-up cards. Give SEVEN reasons aimed at convincing others that all pop-up cards should be banned. |
[14] CATEGORIES Key |
Collect at least TWENTY pictures of artworks and group them into at least THREE categories of your choosing. Unless your teacher permits, you may NOT print out pictures from the internet. Use the newspaper or magazines - or similar. |
[15] INVENTIONS Key |
Design a model of a machine which could draw real objects perfectly. Invent a name for it and either: (a) design an advertising poster for it, or (b) construct a model of your invention. |
[16] ADVANTAGES Key |
Think about some of the advantages of ART over SPORT. List SEVEN quality advantages. |
[17] REVERSE LISTING Key |
List TWELVE things that you could never do with a costume. |