The Homework Machine

The Homework Machine

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DOING HOMEWORK BECOMES A THING OF THE PAST The unlikely foursome made up of a geek, a class clown, a teacher’s pet, and a slacker – Brenton, Sam Snick, Judy and Kelsey, respectively, – are bound together by one very big secret: the homework machine. Because the machine, code named Belch, is doing their homework for them, they start spending a lot of time together, attracting a lot of attention. And attention is exactly what you don’t want when you are keeping a secret. Before long, members of the D Squad, as they are called at school are getting strange Instant Messages from a shady guy named Milner; their teacher, Miss Rasmussen, is calling private meetings with each of them and giving them pop tests that they are failing; and someone has leaked the possibility of a homework machine to the school newspaper. Just when the D Squad thinks things can’t get any more out of control, Belch becomes much more powerful than they ever imagined. Soon the kids are in a race against their own creation, and the loser could end up in jail…or worse!

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Dan Gutman is the New York Times bestselling author of the Genius Files series; the Baseball Card Adventure series, which has sold more than 1.5 million copies around the world; and the My Weird School series, which has sold more than 12 million copies. Thanks to his many fans who voted in their classrooms, Dan has received nineteen state book awards and ninety-two state book award nominations. He lives in New York City with his wife, Nina. You can visit him online at www.dangutman.com.

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The Homework Machine

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50 pages • 1 hour read

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Chapter Summaries & Analyses

Introduction-Chapter 2

Chapters 3-4

Chapters 5-6

Chapters 7-8

Chapters 9-10

Character Analysis

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Summary and Study Guide

The Homework Machine , written by acclaimed American author Dan Gutman was first published in 2007 by Simon & Schuster Books for Young Readers and is the first of a two-book series. The second book, The Return of the Homework Machine , was published in 2011. Gutman is primarily a children’s fiction writer who has been nominated for and won numerous awards, including 18 for The Homework Machine alone. Gutman is best known for his humorous series, My Weird School , in which there are more than 70 books. He lives in New York City with his family.

The paperback edition used for this study guide was published by Simon & Schuster in 2007.

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The Homework Machine is told from the perspectives of multiple characters in the format of tape recordings for a police report.

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The four main characters are fifth-grade students who are grouped at the same classroom table because their last names start with D: Sam Dawkins (Snik), Kelsey Donnelly , Judy Douglas , and Brenton Damagatchi . Other than sharing the same last initial, the students have nothing in common. Snik is the cool class smart aleck; Kelsey is laid back and doesn’t care about school; Judy is conscientious and in the gifted program; and Brenton is a loner and genius who designs software and studies psychology in his spare time. Snik pushes people’s buttons, and one day he pushes Brenton too far—implying that Brenton spends all his free time doing homework. Brenton retorts that he doesn’t spend any time doing homework and lets slip that he has invented a homework machine.

Snik calls Brenton a liar, so Brenton invites Snik, Judy, and Kelsey to his house to see for themselves. The group are stunned when Brenton’s machine prints out perfectly completed homework in Brenton’s handwriting. Brenton agrees to let Snik, Judy, and Kelsey join him after school to “do” their homework and even rewrites the software to accommodate their handwriting. The unlikely foursome spends every afternoon together, but they insist that they are not friends and that the only reason they tolerate each other is to use the homework machine, which they name Belch. Judy feels guilty about cheating but enjoys getting A’s and uses the extra time to take up ballet. Kelsey’s vastly improved grades earn her privileges, such as a belly-button piercing, from her mother. As the weeks pass, the D Squad becomes addicted to using Belch and the boundaries between their various social identities begin to blur. Snik shows an interest in “boring” chess, which Brenton plays, and Judy tries to be complimentary about Kelsey’s piercings (while finding them disgusting). Everything seems to be going well. However, things start to rapidly fall apart halfway through the year. Judy and Kelsey’s other friends resent their new associations and “unfriend” them, and their teacher, Miss Rasmussen , suspects that they are cheating.

In addition, a strange man has been stalking the group ever since Brenton designed software to instigate a hugely successful social media-driven “red socks day” that spread across America. Miss Rasmussen springs a surprise test on the class to see whether the D Squad really knows their schoolwork. Sure enough—Kelsey and Snik fail, and Judy gets a C, confirming Miss Rasmussen’s suspicions. Before Miss Rasmussen can report them, Snik’s father, who is in the military, is killed in the Middle East. This tragic event diverts Miss Rasmussen’s attention from the cheating, which seems trivial in comparison. The bond between the D Squad strengthens as the stress of keeping Belch secret increases.

Together they decide to shut Belch down, only to discover that Belch has taken on a life of its own and will not power off. They throw Belch into the Grand Canyon and feel relief as they watch it disappear. However, when backpackers find computer pieces at the bottom of the canyon, the D Squad is called into the sheriff’s office where they confess to everything. The case is closed, but their unlikely friendships continue to strengthen and grow. The stalker turns out to be someone scouting Brenton to offer him a job as an influencer for his company. The company’s clients want to market their products to kids. Brenton simply offers him an idea he would like to influence kids with: “Do your homework” (146).

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Return of the Homework Machine

Return of the Homework Machine

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Table of Contents

About the book, about the author.

Dan Gutman

Dan Gutman hated to read when he was a kid. Then he grew up. Now he writes cool books like The Kid Who Ran for President ; Honus & Me ; The Million Dollar Shot ; Race for the Sky ; and The Edison Mystery: Qwerty Stevens, Back in Time . If you want to learn more about Dan or his books, stop by his website at DanGutman.com.

Product Details

  • Publisher: Simon & Schuster Books for Young Readers (July 26, 2011)
  • Length: 192 pages
  • ISBN13: 9781416954590
  • Grades: 3 - 7
  • Ages: 8 - 12

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  • Children's Fiction > Social Themes > Adolescence & Coming of Age
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Invisible Girl

What a Sixty-Five-Year-Old Book Teaches Us About A.I.

By David Owen

An illustration of Danny Dunn at a retro computer with a glitch effect scattered throughout the composition.

Neural networks have become shockingly good at generating natural-sounding text, on almost any subject. If I were a student, I’d be thrilled—let a chatbot write that five-page paper on Hamlet’s indecision!—but if I were a teacher I’d have mixed feelings. On the one hand, the quality of student essays is about to go through the roof. On the other, what’s the point of asking anyone to write anything anymore? Luckily for us, thoughtful people long ago anticipated the rise of artificial intelligence and wrestled with some of the thornier issues. I’m thinking in particular of Jay Williams and Raymond Abrashkin, two farseeing writers, both now deceased, who, in 1958, published an early examination of this topic. Their book—the third in what was eventually a fifteen-part series—is “ Danny Dunn and the Homework Machine .” I first read it in third or fourth grade, very possibly as a homework assignment.

Danny Dunn, you may recall, is a “stocky and red-haired” elementary schooler. His father is dead, and he and his mother live with Professor Euclid Bullfinch, “a short, plump man with a round bald head,” who teaches at Midston University. Bullfinch “took the place of the father Danny had never known,” the book explains, and Mrs. Dunn supports herself and her son by working as his cook and housekeeper. We aren’t told how Danny’s father died—heart attack? car accident? murder?—and we know next to nothing about sleeping arrangements in the house. (“Now take your fingers out of my cake, Professor Bullfinch,” Mrs. Dunn says in the first book in the series.) But we do know that Bullfinch encourages Danny’s interest in science and lets him fool around in his private laboratory, which occupies “a long, low structure at the rear of the house.”

Danny’s best friend is Joe Pearson, “a thin, sad-looking boy”; his next-door neighbor is Irene Miller, whose father, an astronomer, also teaches at Midston. We can tell right away that Irene knows at least as much about science as Danny does—and way more than Joe, whose main academic interests are literary. As the story begins, Danny is demonstrating a recent invention of his: a piece of wood, suspended by clothesline from a pair of pulleys attached to the ceiling, into which he has inserted two pens. When he writes with either pen, the other creates a duplicate on a second sheet of paper. (This device is called a polygraph; Thomas Jefferson owned several.) “Now I can do our arithmetic homework while you’re doing our English homework,” he tells Joe. “It’ll save us about half an hour for baseball practice.” Joe runs home to get more clothesline, and Danny dreams of bigger things: “If only I could build some kind of a robot to do all our homework for us. . . .”

The boys don’t perceive a moral dilemma, but Irene does. “It—it doesn’t seem exactly honest to me,” she says. Danny disagrees, and cites his landlord: “Professor Bullfinch says that homework doesn’t have much to do with how a kid learns things at school.”

Williams and Abrashkin were all the way out at the cutting edge, technology-wise. In their first book, “ Danny Dunn and the Anti-Gravity Paint ,” Danny and Bullfinch accidentally invent a liquid that causes anything coated with it to rise off the ground. That book was published in 1956, a year before the Soviets launched the first artificial satellite, Sputnik 1 , but in Chapter 3 we learn that a similar satellite is already orbiting Earth, and is viewable through a telescope in Bullfinch’s lab. Long story short: the American government uses the paint on a spaceship, which accidentally lifts off while Danny, Joe, Bullfinch, and another scientist are inside it, having a look around. During their voyage, Danny completes an assignment that his teacher, Miss Arnold, has given him as punishment for daydreaming about rockets when he was supposed to be paying attention to her: writing “Space flight is a hundred years away” five hundred times.

Some of the scientific innovations portrayed in the Danny Dunn books are so advanced that they are still in the future—time travel, invisibility, smallification—but others have come into existence more or less as Williams and Abrashkin described them. In “ Danny Dunn and the Automatic House ,” published in 1965, Danny persuades the university to build what would nowadays be called a smart home ; it’s equipped with “the newest developments in electronic control systems,” including a voice-activated door lock, a Roomba-like self-propelled vacuum cleaner, and a bathtub that fills itself with water, adds soap, and announces, “Your bath is ready.” Danny’s mother is skeptical: “Once you start trying to save work by putting in machines, you may find you’re spending all your time taking care of the machines and not getting any fun out of your work. This kitchen is my studio—my laboratory, just like your laboratory, Professor. Would you want an automatic laboratory?”

Bullfinch says that he most certainly would not—but in “Homework Machine” we learn that he has built a computer with similar capabilities. It’s a scaled-down version of two mainframes that Williams and Abrashkin saw, during a visit to I.B.M., while they were researching their book. Bullfinch calls it Miniac:

A high panel at the back of the desk was filled with tiny light bulbs. There were a number of flat, square buttons, each with a colored panel above it. And beyond the desk was an oblong, gray metal cabinet, about the size of a large sideboard, with heavy electric cables leading to it.

An important difference between Miniac and the real computers of the nineteen-fifties—and another area in which Williams and Abrashkin were ahead of their time—is that its input medium is spoken English, not punched cards or paper tape. Danny asks Irene to demonstrate. She approaches the microphone and, following Bullfinch’s advice to “speak slowly and clearly so that Miniac can understand you and translate your words into electrical impulses,” says, “Um . . . John buys 20 yards of silk for thirty dollars. How much would 918 yards of silk cost him?” The professor presses a button, lights flash, and the typewriter responds: “$1,377.00.” After a pause, it adds, “And worth it.”

Any qualms that Irene has about getting help with her homework disappear when she discovers how much of it Miss Arnold assigns. One day, Irene asks Danny (at first, by shortwave radio) for help with a grammar exercise, and they meet in Bullfinch’s lab. Minny—as they now refer to the computer—defines “predicate noun” for her, and provides an example: “You are a fool .” Danny is suddenly inspired: “Why can’t we use Minny as a homework machine ?”

Bullfinch, conveniently, has asked Danny to keep an eye on Minny while he attends some important meetings in Washington, D.C. During the next few days, Danny, Irene, and Joe read large stacks of books into the microphone. As Danny explains, mainly to Joe, “Programming is telling the machine exactly what questions you want answered and how you want them answered. In order to do that right, you have to know just what sequences of operation you want the machine to go through.” When they’ve finished, Minny does their math problems for them, then starts on social studies.

“Man!” Joe says. “This is the way to do your homework. This is heaven!”

I hesitate to give away too much of the plot, but (spoiler alert!) two mean boys in their class, one of whom is jealous of Irene’s interest in Danny, watch them through a window and tattle to Miss Arnold. She comes to Danny’s house to confer with him and his mother—and you know that Danny is in trouble, because his mother suddenly starts calling him Dan. But he defends what he and his friends have been up to. Grocers and bankers now use adding machines instead of doing arithmetic the old-fashioned way, he says; why should students be different? Surprisingly, this argument works. Miss Arnold tells Danny that she wishes he wouldn’t let Minny do his homework, but that she won’t stop him.

Then the story becomes complicated. Irene tricks the jealous boy, Eddie (Snitcher) Philips, into revealing that he spied on them, then pushes him into a puddle. Eddie and his friend get revenge by sabotaging Minny. Bullfinch returns from Washington and is embarrassed when he tries to demonstrate Minny to two other scientists, one of whom is from the “Federal Research Council.” Danny saves the day by deducing that Eddie must have disconnected Minny’s temperature sensor; he reconnects it, and is treated as a hero. (This turn of events will be familiar to readers of the “Curious George” books, in which George is often praised for solving problems that he himself created.)

Bullfinch and one of the visiting scientists later program the repaired computer to write music, by giving it “full instructions for the composition of a sonata, plus information on note relationships,” and by modifying the typewriter so that it can print musical scores. Still, Bullfinch insists, Minny is limited in ways that humans are not. “It can never be the creator of music or of stories, or paintings, or ideas,” he says. “The machine can only help, as a textbook helps. It can only be a tool, as a typewriter is a tool.” He points out that Danny, in order to program Minny to do his homework, had to do the equivalent of even more homework, much of it quite advanced. (“Gosh, it—it somehow doesn’t seem fair,” Danny says.)

At least until recently, almost everyone has thought of computers in roughly that way. When Bullfinch and his friend play a sonata that Minny has written for them, Mrs. Dunn observes that “it isn’t exactly Beethoven”—and Bullfinch agrees. Yet Minny’s abilities clearly surpass those of a mere “tool.” The children “program” it by loading it with tagged examples, from which Minny somehow produces individualized schoolwork—a method that seems less like mid-twentieth-century programming than like the way that A.I. researchers create algorithms today. (Minny also editorializes , as with its comment about the price of silk and its example of a predicate noun.) Williams and Abrashkin foresaw a less serious practical use for artificial intelligence, too. “You know, we ought to enter her in one of those TV quiz shows,” Joe says in an early chapter, anticipating the “Jeopardy!” triumph, fifty-three years later, of I.B.M.’s Watson.

“Danny Dunn and the Homework Machine” is ostensibly about computers, but it also makes an argument about homework. In a note at the beginning of the book, Williams and Abrashkin write, “In all fairness to both Professor Bullfinch and Danny, we wish to point out that their position on homework is supported by Bulletin 1248-3 of the Educational Service Bureau, University of Pennsylvania.” I haven’t managed to turn up a copy of that bulletin, which was called “What About Homework?,” but I’ve found a number of other publications, from multiple decades, that arrive at what I assume are similar conclusions. For example, in 2007 the education critic Alfie Kohn—whose many books include “ The Homework Myth ,” published in 2018—wrote that “there is absolutely no evidence of any academic benefit from assigning homework in elementary or middle school,” and that in high school “the correlation is weak and tends to disappear when more sophisticated statistical measures are applied.” One problem with homework is that it inevitably encourages the counterproductive over-involvement of parents. (When my kids were young, I suggested to one of their teachers that he conduct a science fair for fathers only.) There’s also the issue of homework whose sole purpose is to squeeze in material that should have been covered during the school day but wasn’t. Miss Arnold offers precisely that justification for some of her huge assignments: the size of her class has nearly doubled, because of rapid population growth in Midston, and she is no longer able to give individual students as much attention as she once did.

Miss Arnold also assigns homework for a suspect reason that’s described in a paper published under the sponsorship of the U.S. Department of Education, in 1988: “Punishing assignments exercise the teacher’s power to use up time at home that would otherwise be under the student’s control. The assignments often center on behavior rather than academic skills, and stress embarrassment rather than mastery.” That’s what she was up to with all those sentences she made Danny write, back in the first book in the series. Luckily for everyone, Danny handled his embarrassment with aplomb, by writing most of the sentences during downtime in outer space, and the mindlessness of the exercise did no permanent harm to his imagination. At the end of “Homework Machine”—as he, Irene, and Joe are heading to the drugstore to celebrate Minny’s resurrection—he suddenly has “a strange, wild look in his eyes, and a faraway smile on his lips.” He says, “This is just a simple idea I had. Listen—what about a teaching machine. . . .”

Irene, as always, knows better. “Grab his other arm, Joe,” she shouts. “He needs a soda—fast.” ♦

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THE HOMEWORK MACHINE

by Dan Gutman ‧ RELEASE DATE: March 1, 2006

When fifth-graders Judy, Sam and Kelsey discover their classmate Brenton Damagatchi’s homework machine, they think they are on to a good thing and begin to visit him regularly after school. Alphabetically seated at the same table, the brilliant Asian-American computer geek, hardworking, high-achieving African-American girl, troubled army brat and ditzy girl with pink hair would seem to have nothing in common. (They would also seem to be stereotypes, but young readers won’t mind.) But they share an aversion to the time-consuming grind of after-school work. Their use of the machine doesn’t lead to learning—as a surprise spring quiz demonstrates—but it does lead to new friendships and new interests. The events of their year are told chronologically in individual depositions to the police. In spite of the numerous voices, the story is easy to follow, and the change in Sam, especially, is clear, as he discovers talents beyond coolness thanks to a new interest in chess. Middle-grade readers may find one part of this story upsettingly realistic and the clearly stated moral not what they had hoped to hear, but the generally humorous approach will make the lesson go down easily. (Fiction. 8-11)

Pub Date: March 1, 2006

ISBN: 0-689-87678-5

Page Count: 160

Publisher: Simon & Schuster

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Feb. 1, 2006

CHILDREN'S SOCIAL THEMES

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DAVID GOES TO SCHOOL

DAVID GOES TO SCHOOL

by David Shannon ‧ RELEASE DATE: Sept. 1, 1999

The poster boy for relentless mischief-makers everywhere, first encountered in No, David! (1998), gives his weary mother a rest by going to school. Naturally, he’s tardy, and that’s but the first in a long string of offenses—“Sit down, David! Keep your hands to yourself! PAY ATTENTION!”—that culminates in an afterschool stint. Children will, of course, recognize every line of the text and every one of David’s moves, and although he doesn’t exhibit the larger- than-life quality that made him a tall-tale anti-hero in his first appearance, his round-headed, gap-toothed enthusiasm is still endearing. For all his disruptive behavior, he shows not a trace of malice, and it’ll be easy for readers to want to encourage his further exploits. (Picture book. 5-7)

Pub Date: Sept. 1, 1999

ISBN: 0-590-48087-1

Page Count: 32

Publisher: Scholastic

Kirkus Reviews Issue: July 1, 1999

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TUCK EVERLASTING

by Natalie Babbitt ‧ RELEASE DATE: Nov. 1, 1975

However the compelling fitness of theme and event and the apt but unexpected imagery (the opening sentences compare the...

At a time when death has become an acceptable, even voguish subject in children's fiction, Natalie Babbitt comes through with a stylistic gem about living forever. 

Protected Winnie, the ten-year-old heroine, is not immortal, but when she comes upon young Jesse Tuck drinking from a secret spring in her parents' woods, she finds herself involved with a family who, having innocently drunk the same water some 87 years earlier, haven't aged a moment since. Though the mood is delicate, there is no lack of action, with the Tucks (previously suspected of witchcraft) now pursued for kidnapping Winnie; Mae Tuck, the middle aged mother, striking and killing a stranger who is onto their secret and would sell the water; and Winnie taking Mae's place in prison so that the Tucks can get away before she is hanged from the neck until....? Though Babbitt makes the family a sad one, most of their reasons for discontent are circumstantial and there isn't a great deal of wisdom to be gleaned from their fate or Winnie's decision not to share it. 

Pub Date: Nov. 1, 1975

ISBN: 0312369816

Page Count: 164

Publisher: Farrar, Straus and Giroux

Review Posted Online: April 13, 2012

Kirkus Reviews Issue: Nov. 1, 1975

CHILDREN'S SCIENCE FICTION & FANTASY | CHILDREN'S SOCIAL THEMES

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Return of the Homework Machine

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Dan Gutman

Return of the Homework Machine Kindle Edition

  • Reading age 8 - 12 years
  • Book 2 of 2 The Homework Machine
  • Print length 180 pages
  • Language English
  • Grade level 3 - 7
  • Publisher Simon & Schuster Books for Young Readers
  • Publication date May 21, 2009
  • Page Flip Enabled
  • Word Wise Enabled
  • Enhanced typesetting Enabled
  • Sticky notes On Kindle Scribe
  • ISBN-13 978-1416954590
  • See all details

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  • By Dan Gutman
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The Homework Machine

Editorial Reviews

From school library journal, from booklist, about the author, excerpt. © reprinted by permission. all rights reserved..

JUDY DOUGLAS. GRADE 6 I found the history of the Grand Canyon to be fascinating. We think of this area as just a tourist attraction, but for more than ten thousand years, people lived right in the canyon! We know, because they left behind pieces of pottery, trails, ...

Product details

  • ASIN ‏ : ‎ B002AP9FZO
  • Publisher ‏ : ‎ Simon & Schuster Books for Young Readers; Reprint edition (May 21, 2009)
  • Publication date ‏ : ‎ May 21, 2009
  • Language ‏ : ‎ English
  • File size ‏ : ‎ 647 KB
  • Text-to-Speech ‏ : ‎ Enabled
  • Screen Reader ‏ : ‎ Supported
  • Enhanced typesetting ‏ : ‎ Enabled
  • X-Ray ‏ : ‎ Not Enabled
  • Word Wise ‏ : ‎ Enabled
  • Sticky notes ‏ : ‎ On Kindle Scribe
  • Print length ‏ : ‎ 180 pages
  • #1,267 in Children's Issues in School Books
  • #3,574 in Children's Books on Friendship
  • #4,488 in Children's Humorous Literature

About the author

I was born in a log cabin in Illinois and used to write by candlelight with a piece of chalk on a shovel. Oh, wait a minute. That was Abraham Lincoln.

Actually, I’m a children's book author. I’ve written more than 170 books for kids from kindergarten up to middle school.

For the little ones, I write picture books like "Rappy the Raptor," about a rapping raptor named Rappy, who raps.

For beginning readers, I write "My Weird School," about some kids who go to a school in which all the grownups are crazy. Thirty-one million copies have been sold. I also write “Wait! WHAT?” a series of biographies that focus on the unusual aspects of people like Albert Einstein, Amelia Earhart, Muhammad Ali, and Teddy Roosevelt.

For middle-graders, I write the baseball card adventure series, about a boy who has the power to travel through time using a baseball card like a time machine. He goes on adventures with players like Babe Ruth, Jackie Robinson, Willie Mays, and others.

For advanced readers, I write "The Genius Files," "Flashback Four,” “Houdini and Me” and others.

If you’d like to find out more, visit my web site (www.dangutman.com), my Facebook fan page, and follow me on Twitter and Instagram @dangutmanbooks.

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Top Illustrator Projects to Sharpen Your Skills and Build Your Illustrator Portfolio

If you dream of becoming a graphic designer , some of the key technical skills you will need to learn are digital illustration and vector drawing. Adobe Illustrator is the gold-standard tool used by professional designers to create beautiful and scalable logos, vector icons, and digital art. It is also popular among content creators to produce attractive digital marketing assets.

Designs produced in Adobe Illustrator are used everywhere, from product packaging, infographics, to billboard advertising. Adobe Illustrator allows you to create vector artwork that can be made very small or extremely large without losing resolution or picture quality. Read on to discover the top Illustrator projects to practice your skills and build your portfolio. 

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5 skills that illustrator projects can help you practice.

Whether you’re just starting out, or are sharpening your Adobe Illustrator skills, the beginner, intermediate, and advanced projects outlined in this article will help you practice the following technical skills. Professional graphic designers and illustrators use these foundational skills throughout their creative process in designing anything from company logos, simple kids illustrations, to marketing media.

  • Simple Shapes. Drawing basic shapes is one of the first skills to learn as a foundation for all your designs and logos. Adobe Illustrator offers vector shape tools, which you can find by clicking on the rectangle shape in the Toolbar. Basic shapes can be combined to make more complicated and complete artwork.
  • Vector Skills. Vector drawing is what Illustrator is based on. Vector graphics are made from points, lines, curves, and shapes. To draw with vectors, you can use different tools, such as the Pen tool, with which you can create and edit the anchor points in a very precise way and make vector paths. 
  • Layering. The layers function offered by Adobe Illustrator is very useful to use as an overview of the edits you make in a design. This function lets you place different elements in each layer and activate or deactivate layers. This way, you can add or remove elements without affecting the whole design. It is one of the most useful tools when making any design, especially one that has many details.
  • Painting. Illustrator has a wide range of paintbrushes that can be used to create realistic artwork. You can also combine brushes with the fill function to create gorgeous digital graphics. Illustrator offers the most varied range of colors so that you can get unique colors and textures. 
  • Pathfinder. The Pathfinder tools are extremely efficient in helping you develop unique shapes. The tool allows you to combine different basic shapes to unite them, subtract one shape from the other, intersect, or exclude overlap. Once you learn the basics it’s easier to use than it seems, and will surely speed up your design process. 

Best Illustrator Project Ideas for Beginners

If you’re new to digital graphics, Adobe Illustrator can be an intimidating program at first glance. The best way to learn Adobe Illustrator is to practice with small projects to build your foundational vector skills. As you work through the following projects you can also begin to curate a portfolio, as executing and finishing projects will help your creative process. 

Create and Edit Shapes

  • Illustrator Skills Practiced: Simple shapes, vector skills

With the shape tools in Adobe Illustrator, you can draw, combine and trace different simple shapes. It’s a great basic exercise that will help you a lot in later projects. Creating basic shapes that can be used to develop simple icons is a great way to start developing your skills. Adobe Illustrator has a fun tutorial that covers drawing basic shapes and editing them.  

Create with Drawing Tools

  • Illustrator Skills Practiced: Vector skills

In this design project, you can practice the best tools for making strokes and curves in Adobe Illustrator. With the Pencil tool and the Curvature tool, you can design and edit endless illustrations. You will also learn about paths and anchor points which are key concepts in vector skills, and how to join paths to create a whole shape. 

Create an Owl Character Using a Circular Grid

  • Illustrator Skills Practiced: Simple shapes, vector skills, painting, layer, pathfinder

Learn how to create an owl using a circle grid. You will first draw circles to make a simple grid of circles, and then build the owl figure using only the simple shapes created by the circles in your grid. Finally, you will bring the design to life by adding color to paint your design. 

Create an Isometric Illustration

  • Illustrator Skills Practiced: Simple shapes, vector skills 

An isometric illustration is a simple technique that’s very useful for illustrating without using a grid. Apply your knowledge of simple shapes to create a two-dimensional object that visually represents a three-dimensional object. Isometric illustrations are a trending vector graphic style often used in web design. 

Create a Set of Productivity Icons

  • Illustrator Skills Practiced: Simple shapes, vector skills, layers, pathfinder

This step-by-step tutorial by Adobe Illustrator uses the Rectangle, Pathfinder, and Direct Selection tools to make a set of shapes that represent office icons, such as a document, a computer monitor, and stationary. This idea is very useful for many other projects, like creating social media icons. 

Best Intermediate Illustrator Portfolio Ideas 

Intermediate Adobe Illustrator techniques are great to continue reinforcing your knowledge and learning. Doing the projects in this section will help you improve your Illustrator designs and creative process. Add these projects to your portfolio to demonstrate your skills and show off the designs that prove you have intermediate Adobe Illustrator skills. 

Create a Tropical Pattern 

  • Illustrator Skills Practiced: Simple shapes, painting, pathfinder, vector skills

To create a tropical pattern in Adobe Illustrator, you will set up a grid to build elements. You will also use the Shape Builder Tool, Warp Effects, the Pen Tool, the Pattern Tool, and geometric shapes in your creation process. It is a very good project for creating a fabric pattern with applications in fashion design and interior design.

Create a Lettering Postcard

  • Illustrator Skills Practiced: Sketching, simple shapes, pathfinder, layers. 

In this project, learn how to make and decorate a lettering postcard. You will use the Pen Tool and other elements that you consider necessary to decorate the card. The important thing is that you master the lettering technique with the Pen Tool. 

Vector Hair With Brushes

  • Illustrator Skills Practiced: Vector drawing, sketching

This project is very useful for improving your drawing techniques and making your designs look more realistic. In this project, you will learn how to use vector shapes to draw hair, and then use the brushes to draw a full head of hair. 

Create an Emoji iMessage Stickers

  • Illustrator Skills Practiced: Vector drawing, painting, layering

In this excellent project, you will learn how to create a custom emoji pack. First, you will learn how to turn your hand-drawn artwork into a vector format. Next, you will use the Ellipse tool to make your own calligraphy brush, then trace the sketch using the Paintbrush tool, color in your stickers, and finally import the emojis into Xcode. 

Create a Flat Winter Scene

  • Illustrator Skills Practiced: Layering, simple shapes

Here you have an awesome holiday-themed pattern idea. To make this Adobe Illustrator flat illustrations project, you will ]use basic shapes to create the winter scene with the help of the Pen Tool and the Pathfinder panel. You will also use some colors and add highlights and shadows to complete this flat design. 

Advanced Illustrator Project Ideas

Advanced Adobe Illustrator projects will help you demonstrate your ability to complete the most challenging digital graphics, and present a complete portfolio of designs that include the most advanced techniques. Read on to discover several online advanced tutorials that can help you develop a wide range of expert-level skills.

Create a Watercolor Mermaid Illustration

  • Illustrator Skills Practiced: Layering, painting

For this advanced project, you will design a realistic watercolor painting of a mermaid. Just like in the previous tutorials, you will start by sketching the mermaid and then vectorizing it. Alternatively, you can sketch directly in Adobe Illustrator using a drawing tablet. Next, you will use the drawing tools that Adobe Illustrator offers, such as custom brushes to add details and finish your work.

Create a Surreal Portrait

  • Illustrator Skills Practiced: Vector drawing

For this Adobe Illustrator project, you will practice your skills to transform a real portrait into a surreal one using Illustrator’s image tracing tool or Live Trace tool. Follow the in-depth tutorial to add texture and layers to compose a surreal vector portrait. 

Design a Logo

  • Illustrator Skills Practiced: Vector drawing, simple shapes 

Adobe Illustrator is the best tool for designing a logo. Depending on what you want to make, a logo design can range from being basic to difficult. Therefore having more than one logo design in your portfolio is a good idea. Throughout the creative process of designing a logo, you will use a wide range of Adobe Illustrator tools and techniques to complete your design.

Design Game UI Assets

  • Illustrator Skills Practiced: Vector drawing, simple shapes

Designing game UI assets in Adobe Illustrator will only require simple shapes to form game assets such as buttons and icons. This project requires the skillful process of adding texture, highlights, and creating alternative shapes. It is very good practice in which you will use your imagination to create many objects.

Design a Cartoon Character

  • Illustrator Skills Practiced: Painting, vector drawing

Creating a cartoon character design can be a lot of fun and requires skills with most of the Adobe Illustrator tools. With a tutorial to guide you, you can create a set of characters that are unique and express different emotions by using basic geometric shapes and gradient colors. Character design has applications in children’s books, animation, and game design.

Illustrator Starter Project Templates

When it comes to getting started with Adobe Illustrator design projects, having a template or detailed tutorial can go a long way in mastering both basic and advanced concepts. Here are some starter template resources to jumpstart your design project. 

  • Adobe . Adobe Illustrator doesn’t leave its designers in a pinch, offering many cool Illustrator tutorials that take you through the entire process of designing a project. Their wide range of subjects will help you master various Illustrator skills.
  • Envato Elements . This resource offers thousands of templates compatible with Adobe Illustrator, over 82,000 vector templates alone! You can find a range of templates from a quick tutorial with simple steps, as well as a more detailed tutorial with advanced Illustrator techniques. 
  • Template.Net . Put your Pen tool to the test with over 8,000 templates and detailed tutorials to help you build a great portfolio. They emphasize the use of simple images and bright colors to make amazing Illustrator art and product designs. 

Next Steps: Start Organizing Your Illustrator Portfolio

Woman looking at graphic designs on a laptop.

When it comes to showcasing your projects, the best idea is to create a portfolio. By creating a portfolio, you can demonstrate your Adobe Illustrator skills to potential clients. It’s a great way to promote your work, so here are some ideas you can follow to create a great portfolio and begin a very successful career as a digital designer.

Make Your Website

Create a website to host your Adobe Illustrator portfolio. It is a very good option that you should consider to easily show your work to potential clients who request it. By using your own web domain or placing your portfolio on a third-party website that allows you to host it, you will be able to present your work more professionally and make a strong impression.

Easy to Navigate

You should organize your Adobe Illustrator portfolio so that the viewer can easily see or find your work. Try to design the portfolio in a minimalist, organized way. Consider putting only your ten best pieces. Put only one design per page and on that page, explain what the project was about.

Make a Selection

Don’t put all the work you’ve ever done in your Adobe Illustrator portfolio. Just make a selection of the ones you consider the best and the ones that help you create a story. Remember to show the passion projects that you’ve worked on as they’ll highlight what your style is. 

Illustrator Projects FAQ

Adobe Illustrator is a very powerful tool to create a great variety of vector designs and illustrations. With Adobe Illustrator you can work with shapes, colors, text, and many other elements to create anything from simple shapes to complex vector artwork. Some of the most common design projects using Illustrator are logo design, posters, illustrations, and icons.

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There are many cool Adobe Illustrator tutorials online that you can follow as you practice your vector skills. Start with easy projects that involve the main tools that Adobe Illustrator includes. Start practicing with simple shapes, figures, the curvature tool, vector paths, and simple patterns. You can also play around with basic tools like vector elements and the Pen Tool. 

The best option to learn Adobe Illustrator skills fast is to take a highly-rated Adobe Illustrator bootcamp , or follow Illustrator tutorials that teach design techniques ranging in various skill levels. The best way to become an Adobe Illustrator expert is to practice by doing a variety of projects. 

Adobe Illustrator can be used to create many designs, such as logos, icons, and digital art using colors, shapes, text, and different effects. Once you have developed great illustration and digital art skills you might consider learning graphic design . 

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The homework machine.

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Nentis Nan, he’s my man, I go do im each chanz I gan. He sicks me down an creans my teed Wid mabel syrub, tick an’ sweed, An ten he filks my cavakies

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IMAGES

  1. Return of the Homework Machine

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  2. The Homework Machine

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  3. Make DIY Homework Writing Machine at Home : 10 Steps (with Pictures

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  4. Danny Dunn and the Homework Machine by Jay Williams

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  5. COMPLETE THE HOMEWORK MACHINE BOOKS ~ GUTMAN ~ THE RETURN OF ~ LOT OF 2

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  6. How to make a Homework machine for Students

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  4. Мастер-класс: «Создание визитки в Adobe Illustrator»

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COMMENTS

  1. Danny Dunn and the Homework Machine

    Danny Dunn and the Weather Machine. Danny Dunn and the Homework Machine is the third novel in the Danny Dunn series of juvenile science fiction/adventure books written by Raymond Abrashkin and Jay Williams. The book is "about a boy who invents a machine to do his homework for him only to be tricked into doing more with his spare time".

  2. The Homework Machine by Dan Gutman (The Homework Machine, #1)

    DOING HOMEWORK BECOMES A THING OF THE PAST The unlikely foursome made up of a geek, a class clown, a teacher's pet, and a slacker - Brenton, Sam Snick, Judy and Kelsey, respectively, - are bound together by one very big secret: the homework machine. Because the machine, code named Belch, is doing their homework for them, they start ...

  3. "The Homework Machine " Summary and Study Guide

    The Homework Machine, written by acclaimed American author Dan Gutman was first published in 2007 by Simon & Schuster Books for Young Readers and is the first of a two-book series.The second book, The Return of the Homework Machine, was published in 2011.Gutman is primarily a children's fiction writer who has been nominated for and won numerous awards, including 18 for The Homework Machine ...

  4. The homework machine : Gutman, Dan : Free Download, Borrow, and

    Four fifth-grade students--a geek, a class clown, a teacher's pet, and a slacker--as well as their teacher and mothers, each relate events surrounding a computer programmed to complete homework assignments. Access-restricted-item. true. Addeddate. 2012-03-29 17:11:49.

  5. The Homework Machine (The Homework Machine, #1) by Dan Gutman

    March 31, 2017. This book is about 4 kids named Brenton, Sam, Judy, and Kelsey. Brenton builds a homework machine and soon the other 3 kids find out about it. Brenton and Judy are really smart and they do not need the machine. Sam and Kelsey on the other hand really need the machine.

  6. Return of the homework machine : Gutman, Dan

    An illustration of a computer application window Wayback Machine. An illustration of an open book. Books. An illustration of two cells of a film strip. Video. An illustration of an audio speaker. ... After discarding their infamous homework machine, four sixth-grade friends find themselves once again at the police station, this time giving ...

  7. The Homework Machine Kindle Edition

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    Doing homework becomes a thing of the past! Meet the D Squad, a foursome of fifth graders at the Grand Canyon School made up of a geek, a class clown, a teacher's pet, and a slacker. They are bound together by one very big secret: the homework machine. Because the machine, code-named Belch, is doing their homework for them, they start spending a lot of time together, attracting a lot of attention.

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  11. THE HOMEWORK MACHINE

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  12. The Homework Machine

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  14. Return of the Homework Machine Kindle Edition

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  17. The Homework Machine, by Shel Silverstein

    The Homework Machine. The Homework Machine, Oh, the Homework Machine, Most perfect contraption that's ever been seen. Just put in your homework, then drop in a dime, Snap on the switch, and in ten seconds' time, Your homework comes out, quick and clean as can be. Here it is—'nine plus four?' and the answer is 'three.'.

  18. The Homework Machine : Gutman, Dan : Free Download, Borrow, and

    An illustration of a computer application window Wayback Machine. An illustration of an open book. Books. An illustration of two cells of a film strip. Video. An illustration of an audio speaker. ... The Homework Machine by Gutman, Dan. Publication date 2007 Topics Homework, Cheating, Schools, Interpersonal relations Publisher Perfection ...

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  20. Return of the homework machine : Gutman, Dan

    An illustration of a computer application window Wayback Machine. An illustration of an open book. Books. An illustration of two cells of a film strip. Video. An illustration of an audio speaker. ... After discarding their infamous homework machine, four friends, now in sixth grade, find themselves once again at the police station, this time ...

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