In this unit, student artists learn about anthropomorphic animals, and look at examples of them through art, literature, and pop culture. They choose an animal, draw it realistically from photographs, and then use the background to show what human traits the animal has come to represent.
The owl represents learning, and the math in the background represents the tough time I’ve been having with math recently.
Scope & Sequence:
Lesson 1: In this lesson, student artists are introduced to the concept of ‘anthropomorphic’ animals. They play a modified ‘bingo’ game which has them draw and think about what roles different animals typically play in popular culture.
Lesson 2: Students choose an an animal to represent and then draw it referencing photographs.
Lesson 3: Students fill the background to show what traits the animal represents.
Lesson 4: In this lesson, student artists finish their artworks with markers. They will have two days to complete this step.
Lesson 5: Allow a fifth day entirely for finishing and refining work.
Lesson 6: Optional. A final day for finishing.
(you can preview the first lesson in a project without enrolling by clicking on ‘lesson 1’ above).
Books & Media:
Optional: A selection of fairy tales and fables featuring anthropomorphic animals (Example: Aesop’s Fables) (see l2-4, early finishers)
line, shape/form, color
National Core Visual Art Standards:
VA:Cr1.1.3a, VA:Cr2.3.5a, VA:Cr3.1.3a, VA:Cr3.1.5a, VA:Re.7.1.3a, VA:Re.7.1.5a, VA:Re.7.2.3a, VA:Re.7.2.4a
Language Arts (link to fairy tales or fables that use anthropomorphic creatures), Science (link to a unit on animals), Dramatics (theater/plays that make use of animals)
Common Core Standards:
SL.3.1b, SL.4.1b, SL.5.1b, SL.3.1c, SL.4.1c, SL.5.1c, SL.3.2, SL.3.4, SL.4.4, SL.4.5, SL.5.5, SL.3.6, W.4.1d, W.5.1d, W.3.2d
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You can download and print your lesson plans at any time through your ‘artroom’ by clicking on the ‘downloads’ link.