Study CP1203

Overview
Background
Pre-planning
Delivery
Module 1
Module 2
Module 3
Outcomes
What next?

Covers Image Gallery

Student workbooks Natalie 1 (3.7MB)
Natalie 2 (3.5MB)
Natalie 3 (6.5MB)
Tara 1 (2.4MB)
Tara 2 (8.8MB)
Taylor (3.5MB)



LINKS:
School website

Published:
July 2012

Classroom Practice Case Study July 2012
Digital Technologies Year 11-13

Case Study banner image

Computer Game Development

This Year 11 Digital Technology course is structured around a focusing theme of video game design. Over the year, students design and create a video game prototype, a logo and accompanying marketing materials . Evidence is gathered for assessment against seamlessly integrated Generic Technology and Digital Technology knowledge and skills achievement standards.

Teaching strategies - Level 6

Generic Technology achievement objectives

Outcome Development and Evaluation

Students will:

  • Critically analyse their own and others outcomes to inform the development of ideas for feasible outcomes
  • Undertake ongoing experimentation and functional modelling , taking account of stakeholder feedback and trialling in the physical and social environments
  • Use information gained to select, justify and develop a final outcome
  • Evaluate the fitness of purpose of the final outcome against the brief and justify the evaluation using feedback from stakeholders

Digital Technology Learning Objectives

Students will:

  • Demonstrate understanding of basic information management tools and systems
  • Implement basic procedures to create a digital information outcome
  • Implement basic procedures to create a digital media outcome
  • Design and construct a basic computer program
Key competencies / Values Additional Material:

Managing Self - Students will:

  • demonstrate independence by using self-directed problem-solving when encountering issues relating to solution development.
  • use resources effectively and efficiently when developing outcomes.
  • meet deadlines and milestones in projects.
  • recognize the importance of appropriate/ethical use of technologies.
  • use an appropriate data management strategies in organisation of both digital and non-digital work.

Relating to Others - Students will:

  • acknowledge and incorporate different viewpoints (stakeholder, teacher, others)
  • be adaptable and open to new ideas, with feedback on outcomes

Participating and Contributing - Students will:

  • Provide evaluation and reflection on others' work

Using Language, Symbols and Texts - Students will:

  • Use software to design, create and export language symbols and text
  • Communicate effectively using a variety of forms and mediums (visual diaries, developing models, written and oral communication with stakeholders)
  • Interpret and transform data
  • Develop and make meaning from codes, language, and symbols specific to the technological context
  • Access and process information to inform an outcome

Thinking - Students will:

  • Use creativity and innovation to create appropriate outcomes
  • Research and analyse other technologists' practice or other situations
  • Develop technological knowledge, make decisions, construct own knowledge
  • build evaluation and reflection skills