Program overview
Animals animated is a Stage 1 Science and Technology incursion that blends field observation with digital storytelling. Students safely collect and observe live invertebrates, storyboard a simple life-cycle narrative, then create and edit a stop-motion animation using iPad apps.
A version of this program is also available for Stage 2 and Stage 3.
Learning intentions
- We are learning to describe the life cycle of an invertebrate.
- We are learning to make a stop-motion animation.
Essential information
Cost and details
Cost 2026 |
DoE $27 per student – GST free Non-gov $37 per student – GST free, min charge $750 per class |
Risk assessment |
Risk management plan |
Classes |
Maximum 3 classes per day with up to 32 students per class. |
School preparation |
This is a full day program. Schools to provide one extra large learning space, with a screen or projector, for the duration of the day. The space needs to comfortably accommodate all classes. Organise students into groups of two or three. |
Welfare |
For medical or special needs notify staff prior to program. |
Extreme or wet weather |
Program may be modified, postponed or cancelled due to predicted extreme temperatures, bush fire danger, heavy rainfall, high winds or dust storms. |
Booking policy |
Confirm student numbers and classes 7 days in advance. |
Cancellation fee |
Less than 30 working school days – $600 Less than 7 working school days notice – full cost Weather or fire danger cancellation – $0 |
Activities
Activities may vary depending on student needs, timing and weather.
Introduction
Students begin by exploring what an animation is and how it is created. Through a short discussion and viewing an example, students identify the steps for the day and revise the meaning of external features and habitat.
Invertebrate investigation
In the school garden, students work in small teams to safely search for and collect leaf litter invertebrates. Students discuss where invertebrates are found and make safe choices while using simple field equipment.
Back in the classroom, students use magnifiers and identification charts to observe their collected invertebrates. Students describe external features, identify the animal and select one invertebrate as the main character for their animation.
Animation workshop
Students compose a short information script using clear, descriptive sentences about their invertebrate’s features and habitat. Students then storyboard scenes to match each sentence, ensuring the sequence is logical and the message is easy to follow.
Students create plasticine models that represent the key features of their chosen invertebrate and can be moved for animation. Students refine models and plan how movement will show behaviours and habitat use.
Animating
Students use iPads and a stand to record narrated stop motion scenes outdoors, taking a sequence of in-focus images to match their script. Students then combine clips in iMovie, add titles where appropriate and share a short movie premiere viewing with peers (time permitting).
Completed animations will be returned to school via Google Drive.
Suggested timetable
Time |
Activities |
| Session 1 |
Invertebrate investigation Developing a script, storyboard and props |
| Session 2 | Creating an animation |
| Session 3 | Editing an animation |
Please include your school's bell times in the notes section of your booking form.
Tier 2 and 3 vocabulary
Syllabus outcomes and content
Science and Technology K-6 Syllabus (2024)
Investigations of changes provide knowledge and understanding
Outcomes
- Poses questions based on observations and information to investigate cause and effect ST1-PQU-01
- Measures and describes changes in living things, materials, movement, Earth and the sky ST1-SC1-01
Content
Living things change over time
- Collect data about the variety of living things in a local habitat, group them and justify the groupings
- Describe the changes in a plant as it grows using data and scientific models
- Describe the changes in an animal as it goes through its life cycle using data and scientific models
Design and digital solutions are created through knowledge and understanding
Outcomes
- Uses technologies and materials to design and make products to address user needs or opportunities ST1-DDT-01
Content
A design process is used to define user needs and create solutions
- Recognise that a design process breaks large projects into manageable, logical steps
- Pose questions and test how materials with different properties contribute to the effectiveness of a product
- Apply one or more steps of a design process to make a product
Science and Technology K-6 Syllabus © NSW Education Standards Authority (NESA) for and on behalf of the Crown in right of the State of New South Wales, 2024
Learn with us
Book now
Book your primary incursion using our online booking form.
Learning resources
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