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What's in a Logo?

A lesson plan by Dana Bennett
Subject: Middle School Computer Literacy, Art, Language Arts, or Consumer Science
Duration: one week

This lesson plan was one the winners in a lesson plan contest sponsored by TeachersFirst in 2002. TeachersFirst editors have added technology options where appropriate.

Rationale As a teacher of computer literacy, I find it quite empty to teach the functionality of programs without content. My goal was to make a fun, educationally sound, utility oriented lesson that could be used across the curriculum. This lesson could be part of a language arts or consumer science unit on propaganda/advertising techniques, an art unit on design elements, or even a unit on basic economics and how businesses function.
Objectives
  • The student will be able to manipulate tools within a "draw" or "paint" program.
  • The student will correctly compose an advertisement for an imaginary product.
  • The student will target an audience for their product and tailor their marketing to that audience.
  • other objectives as appropriate to related content area
Materials A Computer (Mac or PC) with a basic graphics program and a basic word-processing program. A printer is useful, but not necessary.
Resources

Free online tools:

For brainstorming: use Gliffy (reviewed here) so you can collaborate on and keep the brainstorms.

GE's Imagination Cubed (reviewed here) provides simple online drawing software ideal for clean logo design. Students can "send" their finished drawing to your email account. A real plus is the fact that they do no need to "join."

Queeky (reviewed here) is a full-featured, sophisticated online drawing tool. This would be great for more techno-savvy or artistic students, but the community features of the site demand that your class and school have policies in place for use of web 2.0 tools. Consider offering this option to your most artistic students or after you have completed lessons about Internet safety and web 2.0.

For product descriptions: consider using Google docs (reviewed here) so students can collaborate, edit later from home, and share with you easily as a way to "turn it in."

If you decide to extend to actually creating the commercials as videos: upload to Schooltube (reviewed here) or TeacherTube (reviewed here)

Day 1

Brainstorming:

The teacher brings in (or has the student bring in) or shares from different ads for products with logos (Nike, etc.). Use your interactive whiteboard or projector and a Google image search for "logo design" to find endless examples. Or have students find their favorite and email it to you in advance. Using the logo images from the web as part of a class critique is "Fair Use," as long as you do not keep them indefinitely. Of course you will require students to provide their source URL.

The class discusses why they would buy a particular product due to the logo. The teacher then instructs the students on the use of tools within the draw program and has the students practice making familiar logos to them.

Day 2

Continued Brainstorming:

Either individually or in small groups, the students are given an imaginary amount of money to have to "develop" a multimillion dollar product and advertising campaign. The students are given guidelines that include a product, its description, its targeted audience, a logo, and an advertising slogan. During brainstorming, students draw and conduct a class discussion (if time permits) on product viability. COnsider using an online brainstorm tool such as Gliffy (reviewed here) so you can collaborate on and keep the brainstorms.

Day 3

Logo Creation:

The teacher reviews the use of the draw program tools (or selected online tools- see resources) and has the students create a computer graphic of their logo. The students create 3 variations of the logo. The students save their work and present it to the class for discussion and informal evaluation. (Students can email the logos to the teacher's email from GE Imagination cubed).

Day 4

Product Description:

(This lesson assumes that the students are already familiar with word-processing functionalities) The students create a formal description of their product using a word-processing program or Google docs. The students also create an advertisement that would be used in printed media along with one that would be used in audio media. The students create a brochure with the printed media incorporating their logo and text. Depending on the software you have available, you may want to use a presentation tool creator such as the one in Google docs to make the printable brochure.

Day 5

Unveiling the product:

The students present the printed form of their product advertisements to the class along with audio scripts of commercials. Alternatively, have students share all their materials electronically as links from a central class wiki and share on your interactive whiteboard or projector. If you wish to extend the project, you could have students actually make the advertisement videos and upload them to Schooltube (reviewed here) or TeacherTube (reviewed here), embedding them in the class wiki, as well. The students justify the targeted audience, and the class formally evaluates each other using a Lycard scale on key components. Conclusion remarks by teacher and informal class discussion of activity follows.

Evaluation
  • Teacher checklist for required components: (Rubric) Graphic Logo, Printed Advertisement, Brochure, Script for commercial.
  • Formal Class peer evaluation (Lycard scale format)

More TeachersFirst resources
TeachersFirst Edge: Safe use of web 2.0 Online tools in the classroom

 
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