Silver - Unit 25 - Developing Computer Games and Puzzles (Silver 4 credits)
Relevant LINKS
Handbook home page
Overview
Developing Computer Games and Puzzles at Silver Level requires the candidate to
A work activity will typically be ‘straightforward or routine’ because:
The task or context will be familiar and involve few variable aspects. The techniques used will be familiar or commonly undertaken.
Example of context – Creating a simple game to illustrate some scientific idea or modifying an existing game to carry out a different ending.
Support for the assessment of this award
Example of typical IT work at this level (Coming soon)
Assessor's guide to interpreting the criteria
General Information
QCF general description for Level 1 qualifications
- Achievement at QCF level 1 (EQF Level 2) reflects the ability to use relevant knowledge, skills and procedures to complete routine tasks. It includes responsibility for completing tasks and procedures subject to direction or guidance.
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Use knowledge of facts, procedures and ideas to complete well-defined, routine tasks. Be aware of information relevant to the area of study or work
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Complete well-defined routine tasks. Use relevant skills and procedures. Select and use relevant information. Identify whether actions have been effective.
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Take responsibility for completing tasks and procedures subject to direction or guidance as needed
Requirements
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Standards must be confirmed by a trained Silver Level Assessor or higher
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Assessors must at a minimum record assessment judgements as entries in the on-line mark book on the INGOTs.org certification site.
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Routine evidence of work used for judging assessment outcomes in the candidates' records of their day to day work will be available from their e-portfolios and on-line work. Assessors should ensure that relevant web pages are available to their account manager on request by supply of the URL.
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When the candidate provides evidence of matching all the criteria to the specification subject to the guidance below, the assessor can request the award using the link on the certification site. The Account Manager will request a random sample of evidence from candidates' work that verifies the assessor's judgement.
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When the Account Manager is satisfied that the evidence is sufficient to safely make an award, the candidate's success will be confirmed and the unit certificate will be printable from the web site.
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This unit should take an average level 1 learner 30 hours of work to complete.
Assessment Method
Assessors can score each of the criteria L, S, H. N indicates no evidence and is the default starting position. L indicates some capability but secure capability has not yet been achieved and some help is still required. S indicates that the candidate can match the criterion to its required specification. H indicates performance that goes beyond the expected in at least some aspects. Candidates are required to achieve at least S on all the criteria to achieve the unit. Candidates should be helped and encouraged to reference their work to the assessment criteria using assessment for learning process. e.g. IPU 1.1.2 for IPU Level 1 criterion 1.2. This will make it easier to provide the evidence required for the QA procedures when requested by the Account Manager. There is support for this from learner account profiles on the INGOT web site. PLTS is used to denote where there are opportunities to develop personal learning and thinking skills.
Expansion of the assessment criteria
1. The candidate will understand the principles of graphics animation
1.1 I can identify an image as a group of pixels on a screen
At the simplest level this is knowing that images are made up of picture elements.
Evidence: web based documentation or assessor observations.
Additional information and guidance
At the very basic level, candidates should be able to demonstrate that they understand how pictures are made and that there is a relationship with the picture elements (pixels) on a screen and the perceived object. Understanding this will allow them to appreciate the differences between vector and raster based graphics and how they manage pixels.
1.2 I can relate the detail there is in an image to the amount of computer memory it takes up
Building on the above, candidates will demonstrate understanding of the relationship between images and the memory required to store them.
1.3 I can relate the position of an image on a screen to approximate screen coordinates
Candidates show evidence of spacial awareness.
Evidence: Blog reflections or pre-set assignments.
Additional information and guidance.
Precision is graphics is an important element and candidates should be able to demonstrate a clear understanding of basic dimensions, for example that an image is approximately in the centre of a screen or in the lower left corner etc. They can use this as the basis for more accurate placement such as using pixel references used in software applications.
1.4 I can plot and remove a series of images on a screen at successive coordinates to make an image that appears to move
Candidates should have a basic grasp of making objects appear to move.
Evidence: Working example of simple animation
Additional information and guidance
Candidates will need to be taught the basics of animation and persistence of vision and understand that they can remove objects to give the appearance of movement such as making a simple ball bounce across a screen by placing it in different places and coordinates on a landscape screen with timing differences. This is essentially how compression works in moving pictures where small differences between frames can be remove without affecting the overall impression of movement.
1.5 I can use a programming language to produce animation
Candidates should show evidence of basic programming skills for animation purposes.
Evidence: A working program or documentary evidence in an ePortfolio. Assessor witness statement.
Additional information and guidance
Candidates need to use an application to produce a moving animation. They need to understand the program well enough to create the impression of movement and in more advanced cases can make a working game showing a range of movements and actions.
2. The candidate will understand decision making in a games program
2.1 I can identify places in a working games program where a decision occurs by observing the game running
2.2 I can identify places in some source code where decisions have been programmed
2.3 I can write a simple program that makes a decision based on user input
3. The candidate will use story boards to make games specifications
This section lends itself to a pre-made assignment with known outcomes and proven effectiveness as it will be used to introduce and reinforce the main elements required to make decisions based games.
3.1 I can plan a simple game scenario using a provided set of story boards
3.3 I can use decision cards in a sequence of story boards
4. The candidate will modify existing games code to make changes to a game
4.1 I can identify places in program source code where a change can be made and predict the outcome
4.2 I can understand copyright and licensing related to modifying source code