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Glossary & References

Registered Pre-Apprenticeship Program Alignment

Focus Area sequencing should be prioritized when developing high quality pathways. Guidance for High Quality Pathway Sequencing tables can be used to ensure CTE programs align with registered pre-apprenticeship and other funding requirements. AME programs that offer a three-course sequence and demonstrate explicit Focus Area alignment to the Guidance for High Quality Pathway Sequencing tables can meet eligibility requirements for registered pre-apprenticeship.[^18]

Programs applying for registered pre-apprenticeship programs need to demonstrate that all CTE AME students have access to foundational Arts and/or AME introductory courses prior to enrolling in concentrator courses.

Pathways can submit course outlines and required documentation to apply as registered pre-apprenticeship programs with registered apprenticeship program (RAP) sponsors and the Division of Apprenticeship Standards (DAS), Pre-Apprenticeship office.[^19]

Schools that offer CTE pathways with advanced or specialized training can align with registered youth apprenticeship, union training, or other industry recognized programs. Refer to 2023 Industry Recommendations and Guidance for AME Model Programs and Advanced Training document for pre-apprenticeship and apprenticeship program guidance.

Contributors

Standards Writing Team

Anne Bown Crawford, Resident Artist, Google Quantum AI Labs; Executive Director,
California Arts Council (2018-2022)
Matthew Carlson, Director of User Experience Design, Adobe Creative Cloud
Collin Derrick, Technical Manager, The Bobbie Bailey School of Music, Kennesaw
State University
DeJon Ellis, Business Manager, International Alliance of Theatrical Stage Employees,
Moving Picture Technicians, Artists, and Allied Crafts (IATSE) Local 80
Allison Frenzel, Education Consultant, California Department of Education
Damara Vita Ganley, Performer, Choreographer, Director, Educator, Arts Administrator,
Joe Goode Performance Group, Bandaloop, University of California Santa Cruz.
Cherie Glisson, CTE Instructor, Apple Valley Unified School District
Jinko Gotoh, Producer; Vice President, Women in Animation
Malik Grant, Senior Creative Producer, TrasK House; Co-Founder, Events
Vocational Education Network (EVEN)
Ri-Karlo Handy, Chief Executive Officer, Producer, Sun Rise Media; Executive Director
and Founder, The Handy Foundation
Nicole Hendrix, Executive Director and Co-Founder, BRIC Foundation.
Executive Producer, 9B Collective; Concept Art Association
Jonathan Kirkland, Actor, Writer, Singer; Chief Executive Officer/Founder, Virtual
Kickbacks; Educator, Producer, Diversity, Equity, and Inclusion Consultant
Magnus Lehmann, Head of Creative Department, Riot Games
Arnon Manor, Education Chair, The Visual Effects Society; Senior Vice President of
Visual Effects Production, Sony Pictures
Mike Packer, Vice President of Education, 1500 Sound Academy
Janelle Picket, CTE Instructor, Burbank Unified School District
Jean Francios Revan, CTE Instructor, Oakland School for the Arts; Member, IATSE
Local 107
Seth Robinson, Inventor, Robospot; Lighting Designer; Co-founder, EVEN
Sooner Rae Routhier, Show Designer, Sooner Rae Creative, Co-Founder, EVEN
Luis Rodriguez, CTE Instructor, Centinela Valley Union High School District
Malakhi Simmons, Set Lighting Technician and Instructor, IATSE Local 728
Erik Speth, CTE Instructor, Renaissance Arts Academy
Tom Smith, Lead Game Designer, Roblox
John Tourtellotte, CTE Instructor, Los Angeles Unified School District
Matthew Waynee, CTE Instructor, Los Angeles Unified School District
Dennis Weaver, CTE Instructor, Twin Rivers Unified School District
Patricia West, Performer, Choreographer, Director, Educator, Arts Administrator,
Joe Goode Performance Group, Cal Performances
Jim Winquist, Technical Art Director, Riot Games

Standards Contributors Team

Rabia Abedin, Manager Early Career Programs and Diversity Outreach, Dreamworks
Jewyl Alderson, Integrated Curriculum Coordinator, San Diego County Office of
Education
Brian Alli, Vice President of Global Artist Relations and Strategic Partnerships, Roland
Jorrel Batac, Chief Operating Officer, North America Scholastic Esports Federation
Sean Bacon, Designer; Adjunct Faculty, San Diego City College
Becki Barabas, Global Manager Product Relations, JBL Professional
Marc Bayangos, CTE Instructor, San Francisco Unified School District
Love Beach, Vice President of Creative Strategy, Blavity
Inez S. Bush, Assistant Dean of Extension, Otis College of Art and Design Extension
Sam Cabrera, President, American Institute of Graphic Arts (AIGA) Los Angeles
Tracy Campbell, Director of Production Training and Development, Walt Disney
Animation Studios, Women in Animation
Jorge Caridad, CTE Instructor, Los Angeles Unified School District
Laura Clark, Director of Education, Music Forward Foundation
Grazia Como, Early Careers, Netflix Animation
Julie Ann Crommett, Founder and Chief Executive Officer, Collective Moxie; Board Member, Women in Animation
Kale Cummings, President, American Federation of Musicians, Local 6
Michael Despars, Theatre Instructor, Fullerton Joint Union High School District; Past
President, California Educational Theatre Association
Joanne DiVito, Professor, California State University, Northridge
Morenike Dosu, Director, Diversity Equity, and Inclusion, DreamWorks
Stephani Downey, Diversity and Inclusion Business Partner, Apple
Alexandra Drosu, Director of Communication and Outreach, The IATSE Local 839,
Animation Guild
Camille Eden, Vice President of Early Careers and Recruiting, Nickelodeon
Sebastien Elkouby, CTE Instructor, Inner City Education Foundation (ICEF) View Park
Preparatory High School
Harvey Estrada, Professor of Commercial Music, Compton College
Melecio Estrella, Artistic Director, Bandaloop
Jack Friedman, Founder, Study Smart Tutors and Educational Gaming Services
Reut Feldman, Studio General Manager, Clear Lake Recording Studios
Elizabeth Gerber, Senior Educator, Programs and Engagement, Los Angeles
County Museum of Art (LACMA)
Alexander Gemignani, Associate Professor, Northwestern University; Artistic Director,
American Music Theatre Project and National Music Theatre Conference
Carl Gist, Director of Entertainment Initiatives, Los Angeles Urban Backstage Careers
Alton Glass, Chief Executive Officer GRX Immersive Labs
Jostin Grimes, Education Specialist, Spotify
Devlin Grimm, Senior Recruiter, Sony Pictures Animation
Greg Grusby, Director, PR & Communications, Industrial Light & Magic
Scott Hagen, Chief Executive Officer, Victrola
Erika Hall, Co-Founder, Mule Design
Chris Hansen, Director, Recording and Broadcast, Harmon
Kim Hoj, CTE Instructor, Ojai Unified School District
Laura Hohman, Early Careers, Nickelodeon
Jackie Huang, Business Agent, The IATSE Local 839, Animation Guild
Rose Huey, Director of Education, Dancer, Bandaloop
Steven Issacs, Secondary Education Manager, Epic Games
Juliana Iturralde, Program Director, BRIC Foundation
Bob Johnson, Entertainment Attorney; Senior Partner, RJT Advisors
David Johnson, CTE Instructor, Oakland School for the Arts
Meia Johnson, Creative Careers Initiative, Los Angeles County Arts and Culture
Cynthia Kanner, SVP Postproduction, HBO/HBOMax, Warner Bros Discovery
Dr. Amarpal Khanna, Assistant Professor, Graphic Design, Los Angeles City College
Kyle Kim-Greenberg, Learning and Development Manager, Riot Games
Jeanette King, President, The IATSE Local 839, Animation Guild
Brian Kullas, Global Product Specialist Lead, Native Instruments
Ann Le Cam, Global Head of Talent and Animation Production, Weta Digital
Jeff Larson, CTE Instructor, San Francisco Unified School District
Chris Leahy, Director, Global Talent Acquisition, Sony Pictures Animation
Katerina Leinhert, Strategist, Imprint Projects
MaeLin Levine, President, AIGA San Diego
Donovan Malloy, Human Resources, Microsoft
Alison Mann, Co-Founder, BRIC Foundation; Manager and Co-president, Fourth Wall
Management
Kristain Markus, Associate Director of Educational Technology, Study Smart
Tutors
Robyn MacNair, Arts Administrator, Santa Ana Unified School District
Ann Whitney McCombs, Manager, Talent Acquisition, Skydance Animation
Phil Metz, Director of Entertainment, Nascar
Amanda Miller, Executive Producer, PSYOP
Tiffany Miranda, Executive Director, Girls Make Beats
Mike Monteiro, Creative Director, Mule Design
Sierra Mon, Marketing Manager, Artstation
Stephanie Morse, Early Careers and Recruiting, Walt Disney Animation Studios
Lucas Mosing (FaZe Blaze), Content Creator; Co-Founder, FaZe Clan
Kait Nader, Customer Advisory Board Manager Ad Marketing, Amazon
Gayle Nicholls-Ali, CTE Instructor, La Canada Unified School District
Aba Ngissah, CTE Coordinator, Inglewood Unified School District
Karen Olivo, Associate Professor and Director of Musical Theatre Certificate Program,
Northwestern University
Jena Olson, Head of Operations, Women in Animation
Andrew Pak, CTE Coordinator, Los Angeles Unified School District
Eugene Palmer, Theater Supervisor, University of California Berkeley; Local 107
John Petrocelli, Chief Executive Officer, Bulldog Media
Vanessa Pfeiffer, Director, Equity and Inclusion Pipeline Programs, Warner Bros.
Discovery
Anna Pilhoefer, Director, Equity & Multilingual Learner Services, Santa Barbara Unified
School District
Julia Pinhey, CTE Instructor, Simi Valley Unified School District
Anthony Pisano, Founder, Game Over Talent
Jean Pongsai, Design Director, Founder, AIGA Los Angeles, Studio DBJ
Arabian Prince, Chief Executive Officer, Inov8 Next and GGGoat
Scott Pruit, Strategic Advisor, Volume LLC 1500 Sound Academy
Shannon Prynoski, Vice President, Titmouse Animation
Simone Price, Manager of Corporate Social Responsibility, Dolby
Stephanie Quinn, Director of Marketing, ToonBoom
Renee Reid, Manager, User Experience Design Research, LinkedIn
Chad Reisfelt, Education Manager, Soundtrap by Spotify
Linzie Reynolds, Director of Enterprise Business, Wacom
Marco Robles, Business Agent, IATSE Local 80
Talisha Romero, Director of Marketing, Pensado’s Place
Louise Sanhaus, Faculty, Founder/Co-Director, The People’s Graphic Design Archive,
Cal Arts
Andrew Saunders, Global Head of Entertainment and Culture Marketing,
Amazon (former); Chief Marketing Officer, Offchain Labs
John Scanlon, Senior Manager Dolby Institute and Experiential Technology, Dolby
Tyler Scott, Social Media Director, Pensado’s Place
Bryan Schiller, Strategic Partnerships, The Grammy Museum
Irene Silbert, CTE Pathways Director, Simi Valley Unified School District
Nurit Siegel Smith, Executive Director, Music Forward Foundation
Carson Smith, Vice President of Community Engagement, Nickelodeon
Paula Spence, Recording Secretary, IATSE Local 839 The Animation Guild
Daniel Spinka, Linked Learning Coordinator, Sacramento City Unified School District
Deb Stone, Director of Talent Recruitment, Illumination
Nancy Rae Stone, Deputy Director Film and TV Tax Credit Program,
California Film Commission
Whitney Taber, Strategic Partnerships, Girls Make Beats; Director of Client Relations,
Fab Factory Studios
David Dylan Thomas, Founder & Chief Executive Officer, David Dylan Thomas, LLC
Dr. Delores Thomson, CTE Pathways Director, Oakland School for the Arts
Abigail Thurstonn, Senior Creative Resource Manager, PSYOP
Herb Trawick, Host, Co-founder, Pensado’s Place; Senior Partner, RJT Advisors
Tacy Trowbridge, Global Education Lead for Thought Leadership and Advocacy, Adobe
Lisa Vasquez, Corporate Social Responsibility Manager, Education and Research, The
Walt Disney Company
Edmund Velasco, President, American Federation of Musicians, Local 7
Adam West, Business Representative, Motion Picture Costumers IATSE Local 705
Harry Weston, Performer, Arts Administrator, Educator, Versa-Style Dance Company
Kenneth Williams, Music Instructor, East Side Unified School District
Greg Wondra, CTE Instructor, Kern County Regional Occupational Center
Christina Wun, Art Director and Project Lead, Riot Games
Dawn Yamazi, Senior Vice President of Worldwide Talent, Illumination
Susan Zwerman, VFX, Virtual Production Producer, Visual Effects Society; Executive
Producer Exceptional Minds
PK Graff, Commissioner, Georgia Scholastic Esports Federation; Mentor,
North American Scholastic Esports Federation.

Glossary

21st century skills: Essential workplace skills, habits, and characteristics such as collaboration, communication, creativity, critical thinking, and problem solving.

Above the Line: Referring to the types of jobs in a film production budget that are not predictable due to specific and varied rates for actors, directors, and writers.

Acoustics: The science of sound, including production, control, transmission, reception, and effects.

Analog audio: A continuous signal of sound coming directly from the source.

Anchor Standards: Universal and cross-curricular skills and knowledge for all AME students across pathways; Based on the California Standards for Career Ready Practice.

Artificial Intelligence (AI): Recreation and/or imitation of human intelligence and tasks by computer systems.

Augmented Reality: Augmented reality (AR) is the modification of a real-life environment by the addition of sound, visual elements, or other sensory stimuli.

Authentic Learning Experiences: Classroom experiences that emulate situations, tasks and interactions found in professional environments.

Automation (stage technology): Mechanical moving scenery in live entertainment.

Below the Line: Referring to the jobs in a film production budget that are predictable in terms of departments, production crafts, skilled labor, and related wages.

Capstone Course: Advanced, final course in CTE pathway sequence of courses. Capstone courses are offered to students grades 9–12.

Code-Switching: the practice of alternating between two or more languages or varieties of language in conversation.

Competencies: Measurable objectives that provide targeted goals and outcomes for student learning.

Compositing: Compositing involves combining visual elements from different sources into single images to create a unified scene.

Concentrator Course: Intermediate level, focus area course in CTE pathway sequence of courses. Concentrator courses are offered to students grades 9–12.

Conceptual: pertaining to abstract or original thoughts or plans in early stages of development.

Content: Any material or media appearing on a website or other electronic medium.

Creative Careers: Careers where creativity is central to the job requirements and duties.

Creative Economy: Global economic term describing employment, output, and outcomes of industries such as design, digital media, entertainment, music, live events, performance, arts, and culture, and more.

Creative Industries: Industries such as design, digital media, entertainment, music, live events, performance, arts, and culture, and more.

Cuing: To respond to a cue or set a piece of audio or video equipment in readiness to play.

Cultural Appreciation: To expand understanding of different cultures and show respect for unique practices, people, appearances, ceremonies, etc.

Cultural Appropriation: To mimic, use, or claim cultural behaviors, symbols, artifacts, genres, rituals, etc. for personal interest or gain.

Digital Audio Workstation: Technology used in audio and music production to acquire and save multiple tracks of audio recordings, and to mix, equalize, and add audio effects.

Electronic Press Kit: A digital set of promotional materials used in the music industry.

Essential Workplace Skills: Transferable skills for the workplace. Often referred to as “soft skills.”

Ethical: Referring to workplace or educational behavior; a set of rules, principles, values, and standards that students, instructors, employees, and employers follow in workplace and/or educational environments.

Focus Area: Career-specific area of study within a pathway.

Form: organization, shapes, and arrangement of the components in a visual or performing artwork.

Generalist: A person prepared to perform a broad range of duties rather than specialized work in a particular field.

Inclusive, Equitable and Accessible Design Practices: Design practices that consider and engage with groups that have historically been disadvantaged or harmed by design, especially those who might be impacted by the outcomes of the design project in question.

Industry-Standard: Tools, equipment, technology, and practices used in professional environments.

Interdisciplinary Standards: Universal and cross-curricular skills and knowledge outlining the importance of business and marketing, legal responsibility, media production and project management skills across creative industries.

Introductory Course: Exploratory, beginning-level course in a CTE pathway.1 Introduction courses are offered to students in grades 7–12.

Machine Learning: Computer systems that use algorithms and data to adapt and change without explicit commands or instructions from a user.

Media Literacy: The ability to research, organize, analyze, evaluate, and create media in a variety of forms.

Musical Instrument Digital Interface (MIDI): A tool in music production that allows devices that make and control sound (i.e., Synthesizers, Samplers, and computers) to communicate with each other.

Monetize: To create and sell a product, idea, artwork, or other intellectual property.

Pathway Standards: Learning objectives that align with career-specific skills and competencies. Pathway Standards are organized by Focus Area*.*

Performing Rights Organization (PRO): An organization that collects income on behalf of songwriters, artists, and music publishers when a song is publicly played or performed.

Pitch: A persuasive presentation of information, services, products, creative ideas, etc.

Real-Time Rendering: Animation or media content that is rendered instantaneously and can be computer generated in real time for use in games, virtual production environments and immersive media.

Registered Pre-apprenticeship: A classroom-based prerequisite program for registered apprenticeship that is approved by program sponsors and registered with the Division of Apprenticeship Standards (DAS).2

Registered Youth Apprenticeship: An apprentice training program that is registered with the Division of Apprenticeship Standards and/or the United States Department of Labor, consisting of paid on-the-job training, classroom-instruction, and related certifications; “Youth” refers to a target age range of 16–24.

Render: The final stage of processing and optimizing a digital or traditional image, illustration, model, or animation.

Rig: To use ropes, cables, and other equipment to secure lights, curtains, scenery, audio equipment, or other technical needs** **in theatre or filmed productions.

Rotoscoping: is a frame-by-frame animation tracing technique used to produce realistic action in animated and live action projects.

Soft Goods: Drapes, curtains and other cloth-based elements of the stage or scenery.

Sound Synthesis: The process of generating sound artificially through electronic or digital means or creating variations on existing sounds, including sounds that do not occur naturally.

Spotting: The editorial process of deciding where a musical score and/or sound effects should be included in a film. Spotting takes place after the film is “locked” by the director and involves time cues to support sound design.

Synchronization (Sync) Licensing: A legal agreement between the owner of a piece of music (the licensor) and a media producer or creator (the licensee) for the use of that music in a visual or audiovisual production such as films, TV shows, commercials, video games, and other forms of media.

Synthesizer: An electronic musical instrument that generates sound by creating and manipulating electrical signals.

Transcode: Digital conversion of one type of encoded data (video or audio) to another, often because the target device that will be used to display the content requires a smaller file size.

User Experience: The experience of a person using web-based technologies, services, software, applications, and products.

User Interface: The interaction design and usability of web-based technologies, services, software, applications, and products**.**

Vector-based software: Software that creates and manipulates images using commands and mathematical formulas, allowing users to create and scale images without losing quality.

Visual Hierarchy: Organization and arrangement of visual elements in a composition to draw attention to certain things and show order of importance.

Virtual Production: The use of real-time rendering and visual effects in film production, inclusive of motion capture technology, green and blue screen studios, and/or a LED volume stage.

Virtual Reality: Computer-generated simulation of an interactive three-dimensional environment using specific technology that allows the user to experience various sensor stimuli.

Web-based technologies: Online applications and tools allowing individuals to connect and interact with each other, goods, and services in digital spaces.

References

California Arts Standards. California Arts Standards - Content Standards (CA Dept of Education). (n.d.). Retrieved January 19, 2023, from https://www.cde.ca.gov/be/st/ss/vapacontentstds.asp

Essential skills. San Diego County Office of Education. (n.d.). Retrieved January 19, 2023, from https://www.sdcoe.net/cte-innovation/career-ready-curriculum/essential-skills

Frankenfield, J. (2021, March 8). Artificial Intelligence (AI). Investopedia.
https://www.investopedia.com/terms/a/artificial-intelligence-ai.asp

Hayes, A. (2023, January 16). Augmented reality (AR) defined, with examples and uses. Investopedia. Retrieved January 19, 2023, from https://www.investopedia.com/terms/a/augmented-reality.asp

Merriam-Webster. (n.d.). In Merriam-Webster.com dictionary. Retrieved January 19, 2023, from https://www.merriam-webster.com/dictionary

Occupational Information Network (O*NET) is developed under the sponsorship of the U.S. Department of Labor/Employment and Training Administration (USDOL/ETA): https://www.onetcenter.org/overview.html

Oxford University Press. (n.d.). Oxford English dictionary. Retrieved January 19, 2023, from https://languages.oup.com/dictionaries

Standards & Framework. Standards & Framework 2013 California Arts, Media, and Entertainment Model Curriculum Standards - Career Technical Education (CA Dept of Education). (n.d.). Retrieved January 19, 2023, from https://www.cde.ca.gov/ci/ct/sf/documents/artsmedia.pdf

Standards & Framework. Standards For Career Ready Practice - Career Technical Education (CA Dept of Education). (n.d.). Retrieved January 19, 2023, from https://www.cde.ca.gov/ci/ct/sf/

ScreenSkills. (n.d.). Roles in film, TV, games, animation and VFX. ScreenSkills. Retrieved January 19, 2023, from https://www.screenskills.com/job-profiles/

Video production, filmmaking, video business tips: Filmmaking lifestyle. Filmmaking Lifestyle. (2022, August 17). Retrieved January 19, 2023, from https://filmlifestyle.com/


  1. There is one introductory course option for all AME pathways. ↩︎

  2. Schools that demonstrate alignment to Guidance for High Quality Pathway Sequencing will be eligible to register as pre-apprenticeship programs in registered occupations. ↩︎