For Teachers

Animations are not only helpful for communicating technical and scientific concepts. They also provide valuable insights during the development process itself. The Educational Animation Editor is ideally suited for use in classroom instruction or extracurricular activities.

Thanks to the visual feedback, users can become familiar with the JavaScript programming language particularly quickly.

Here you will find some information specifically intended for teachers.

Lesson Structure Guide

After starting the application, you will see the usual overview of templates on the left-hand side.

You can create your own templates and delete existing ones. The entire collection of templates can be saved as a single file.

The template collection provides an excellent way to structure the course flow. During a lesson, templates could, for example, be demonstrated and linked to specific exercises.

If you scroll down in the template view, you will find the following three buttons at the bottom:

When you click on the Template Management button, an additional window opens:

Here, you can organize the template collection entirely according to your own preferences.

You can easily save the collection, share the file, and have it opened on your students’ devices.

Code Structure

The larger a project becomes, the more crucial clarity and organization become for success. To maintain a good overview, the code can be structured according to the following criteria:

  1. Variable Declaration: All parameters that form the basis of the animation are declared at the beginning of the code. This gives an initial insight into the assumptions underlying the animation.
  2. Object Declaration: All objects that appear in the animation are initialized in advance. If an object is meant to appear later, it can be hidden using the visible property.
  3. Functions: Functions can be understood as blocks of instructions that modify the objects in the animation. For example, they can make an object visible or move it.
  4. Events: Events determine when a function is called. For instance, this could be triggered by a mouse click or a timer event.