Schools ITQ - Unit 25 - Developing Computer Games and Puzzles (Gold 4 credits)
Relevant LINKS
Handbook home page
Overview
Activities supporting the assessment of this award
Example of work at this level (coming soon)
Assessor's guide to interpreting the criteria
General Information
QCF general description for Level 2 qualifications
- Achievement at QCF level 2 (EQF Level 3) reflects the ability to select and use relevant knowledge, ideas, skills and procedures to complete well-defined tasks and address straightforward problems. It includes taking responsibility for completing tasks and procedures and exercising autonomy and judgement subject to overall direction or guidance.
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Use understanding of facts, procedures and ideas to complete well-defined tasks and address straightforward problems. Interpret relevant information and ideas. Be aware of the types of information that are relevant to the area of study or work.
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Complete well-defined, generally routine tasks and address straightforward problems. Select and use relevant skills and procedures. Identify, gather and use relevant information to inform actions. Identify how effective actions have been.
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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 Gold 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 2 learner 40 hours of work to complete.
Assessment Method
Assessors can score each of the criteria N, L, S or H. N indicates no evidence. L indicates some capability but some help 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 a S on all the criteria to achieve the full award.
Expansion of the assessment criteria
1. The candidate will understand the principles of graphics animation
1.1 I can work out the memory needed to store an image from its dimensions and colour depth
At the simplest level this is knowing that images have a memory footprint and this can be worked out by knowing the dimensions.
Evidence: will be provided directly from worked examples from students. Perhaps creating a table of values for some of the more common values.
Additional information and guidance
A basic 800 x 600 image that has 24 bits of colour per pixel would require 1.44MB to store it. That is 800 x 600 pixels = 480,000 and each pixel requires 3 bytes (24 bits), so 1,440,000 bytes to store that image. If this was then turned into a video for animation, the UK system uses 25 frames per second (fps), the US 30 fps. Some games run at 60fps. At 25fps there would be a need to deal with 25 x 1.44MB per second, so 36MB second. This date would need to be managed by the computer system.
1.2 I can use coordinates to locate an image on a screen with precision
Evidence of using the tools available with software to precisely place objects when designing.
Animation is representing reality and as we perceive reality it needs to be exactly how we expect. Therefore, if characters do not move fluidly, it will spoil the experience. Using precision measuring and placement tools will ensure that the animations and characters move in a natural way and do not jitter like a 1920s Disney cartoon. It might be useful to have some practice exercises in placing objects to make sure that the skills are acquired before final development runs.
1.3 I can animate an image by using a simple loop to plot its position at successive coordinates across a screen including curves
Candidates show evidence of simple animation techniques which they can latter build upon.
Evidence: Plans documented on web pages or in document files.
Additional information and guidance.
All designs will be a succession of ever more complex and sophisticated actions as the learners gather more skills and confidence. At this point, they need to show an awareness of simple motions and actions. Many animators start out with a simple bouncing ball that moves across the screen. It sounds quite simple but involves some complex actions of squashing and expanding of the ball as it hits the ground and extending and distorting as it bounces back up again, as well as a decreasing arc as it loses energy to the ground, friction and gravity. Playing it with a loop will allow it to be viewed in motion and to enable the candidates to see and strangeness in the motion.
1.4 I can explain the role of persistence of vision in image animation
Candidates should be able to comfortably explain this phenomenon and how it relates to their work.
Evidence: Reflective notes or a write up in their overall documentation.
Additional information and guidance
This is an important element of animation as it means that work can be reduced somewhat. The brain retains some of the information it sees as long as it is consistent with what went before, therefore an animation can be made up of 6 or 12 images per second meaning that an animation can consist of just 6 drawings that change per second (with a fixed background), even though the video sequence is running at 30 or 60 frames per second. There is a useful physical demo to demonstrate the notion here.
2. The candidate will understand decision making in a games program
2.1 I can describe two ways of making a decision in a computer program
A | B | C | D |
No | No | No | Choice 1 |
No | No | Yes | Choice 2 |
No | Yes | Yes | Choice 3 |
Yes | Yes | Yes | Choice 4 |
Yes | No | No | Choice 5 |
Yes | Yes | No | Choice 6 |
Further complexity can also be built in with the use of the Else and If and Do While functions. Do A while B is happening, or do A else do B.
Some understanding of these choice patterns needs to be demonstrated by the candidates.
2.2 I can explain the role of decisions in preventing iterative loops carrying on forever
2.3 I can write a practical game or puzzle program that requires at least three user decisions
3. The candidate will use story boards to make games specifications
3.1 I can devise a set of story boards for a simple game or puzzle
4. The candidate will modify existing games code to make changes to a game
4.1 I can modify an existing game or puzzle to make a new game play
4.2 I can explain copyright and licensing related to modifying source code
4.3 I can identify and fix bugs in the code of games or puzzles