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Year 9 eSports Term 2 Assignment MARSDEN

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IT D E P A R T M E N T
Assignment Task Sheet
Semester / Year
1 / 2024
Name
Date Given
Week 5 Lesson 1
Monitoring Date 1
Week 6 Lesson 1
Monitoring requirements:
Part 1, and
Part 2 - Intro + Design
Notes
Monitoring Date 2
Week 7 Lesson 2
Monitoring requirements:
Game Design and
Algorithms
Subject Teacher
Head of
Department
Ms Taplin
Unit/s
Game development
Assessment type
Extended response and Project
Task
You are to :
Complete the Extended Response Questions, and
Produce a High Fidelity prototype of a game based on given
stimulus.
Task conditions
CCE’s Tested
Details
Notes
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Individual work
In class and own time (duration 3 weeks)
Prescribed program:
1. Microsoft Word (written component)
2. GODOT game engine
Evaluating
Creating/composing/devising
Assessment submitted on time
Assessment NOT submitted on time
Absence
Extension
Special Provisions (Guidance Officer)
Evidence attached (e.g. Doctors certificate)
Action
Monitoring Date 3
Week 7 Lesson 3
Monitoring requirements:
Part 1 complete
Part 2 – Game complete
and evaluation started
Assessment
Policy
Students must follow the conditions outlined in the
school assessment policy. Details of the Assessment
Policy can be located in the student planner and on the
school website. www.marsdenshs.eq.edu.au.
Plagiarism is a serious matter and students will be
penalised if false declaration is made.
Notes
I certify that:_________________________
This submission is my own work and/or work I have
developed cooperatively with my partner/s.
Any help received by other people has been
acknowledged.
Due Date
Week 8 Lesson 2
Results
Knowledge &
Understanding
Student Signature
Skills
Teacher Signature
Comments
Years 9–10 Digital Technologies: Unit 2 Game Development Portfolio
Digital Technologies Knowledge and
Understanding
Digital Systems
Representations of data
Explains simple data compression and
why content data are separated from
presentation.
Digital Technologies Processes and Production Skills
Collecting, managing and analysing
data
Takes account of privacy and security
requirements when selecting and
validating data.
Investigating and defining;
Evaluating
Generating and designing;
Producing and implementing
Collaborating and managing
Defines and decomposes a complex problem
in terms of functional and non-functional
requirements.
Designs user experiences. Integrates
modules to implement a digital solution
using data structures that reflect realworld data. Tests design and solution.
Plans and manages digital projects
using an iterative approach. Shares and
collaborates online.
Evaluates their solutions in terms of risk,
sustainability and potential for innovation
and enterprise.
comprehensive explanation of:
 Simple data compression
 why content data are
separated from presentation
Name:
Discerningly validates and
evaluates data and applies
trusted techniques for security
and privacy.
Combines stakeholder information
and research to clearly describe a
range of functional and non-functional
requirements. Critically evaluates the
solution.
Designs and implements a
functional solution with few errors
that addresses requirements, is
easy to navigate, provides a
quality user experience, and
addresses identified needs and
feedback.
Manages a project plan including
reprioritising tasks and addressing
issues. Contributes discerning
advice and responses to others.
A
Validates and evaluates data
using a range of considerations.
Considers functional and nonfunctional requirements for a range
of stakeholders. Evaluates the
solution with reference to functional
and non-functional requirements.
Justifies design choices.
Implements modular functions
that visualise data effectively.
Modifies designs as a result of
testing and user feedback.
Uses an online tool to create a
project plan and track progress.
Collaborates constructively
considering social and ethical
issues.
B
Selects and validates data
accounting for privacy and
security requirements.
Defines and decomposes the task
in terms of functional and nonfunctional requirements. Evaluates
the solution using risk,
sustainability, innovation and
enterprise as criteria.
Designs user experience of a
game. Integrates Godot modules
to implement a digital prototype
that are needed for a game. Tests
design and solution.
Creates a timeline, describing
tasks, resources, time allocation,
and iterative development
considerations. Shares and
collaborates online.
C
Comments on aspects of data
validation.
States the effectiveness of the
solution. Comments on a
sustainable data source.
Designs aspects of the user
experience. Implements a digital
prototype. Partially tests solution.
Creates a simple plan for
managing projects. Outlines tasks
required to complete the project.
D
Acquires and stores data.
Identifies a requirement, need or
solution. Comments on the
solution.
Designs or implements aspects of
a digital prototype.
Identifies tasks involved in the
project.
E
detailed explanation of:
 Simple data compression
 why content data are
separated from presentation

explanation of:
 Simple data compression
 why content data are
separated from presentation
.
descriptions of:
 Simple data compression
 why content data are
separated from presentation
Statements about :
 Simple data compression
 why content data are
separated from presentation
Feedback:
This assessment is in TWO parts:
PART 1 – Extended Response
Section A: Data Content and Representation
1. Explain the difference between data content and data representation using examples.
2. Why is it important to understand both data content and data representation when analyzing data?
Provide reasons.
3. Describe a real-life scenario where understanding data content and data representation would be
beneficial. How would you approach analyzing and presenting the data in this scenario?
Section B: Practical Application
1. Create a simple dataset of your choice (e.g., favorite colours of classmates, types of pets owned by
friends). List the data content.
Yes
6
5
4
3
2
1
0
Blue
Purple
Yellow
Pink
Yes
2. Choose one of the datasets from question 1 and create a visual representation of the data using an
appropriate chart or graph.
2. Puprle is the most liked due to there being more girls.
Section C: Simple Data Compression
1. In your own words, give a short explanation of data compression and what it is sued for
1. A technique known as data compression is used to reduce the volume of digital data, maximize
storage capacity, and speed up data transmission.
2. Give two examples of data compression and provide positives and negatives of each
2. There are two principal kinds of information pressure: lossless and lossy. A technique known as
data compression is used to reduce the volume of digital data, maximize storage capacity, and speed
up data transmission. This is made possible by a variety of algorithms that are made to find and get
rid of data elements that are redundant or insignificant without sacrificing the important information
they contain.
PART 2 - Project
Context
The global gaming industry is worth an estimated $250 billion annually. People of all ages play games on all sorts of
platforms.
High-fidelity prototyping is a way for designers to create detailed and interactive mock-ups of apps that look and feel like
real apps. High-fidelity prototypes are important for testing and refining the user experience, as well as for showing the
app's features to stakeholders.
Your High Fidelity prototype will show examples of how your proposed game will look and feel as well as aspects of the
game play,
Task
Students produce a high-fidelity native app prototype in response to a client brief and technical information.
Specifications
This task requires students to:
 produce a high-fidelity native app prototype by
- demonstrating app development skills and processes
- implementing industry practices and app development processes to perform the required skills
- adapting app development processes in response to testing and feedback to meet the requirements in the client
brief and technical information
 document the development of a high-fidelity native app prototype by
- interpreting the client brief and technical information to develop ideas with sketches, notes and calculations as
necessary
- deciding on the industry practices and app development processes required to produce a high-fidelity native app
prototype
- determining the sequence in which app development processes will be implemented
- annotating images and sketches to capture decision-making
- reflecting on the quality of the completed high-fidelity native app prototype, industry practices and development
processes used.
Stimulus
Client brief and technical information
Client Profile
The client is an gaming company who is looking for a high-fidelity prototype of a training game. The app should provide a
unique and engaging gaming experience, without the users feeling that the app is a training or health app. The game
should be simple to play, and visually appealing and addictive in order to maintain user interest and participation.
Purpose of the Product
The purpose of the game is mainly to stimulate the mental/thinking process as well as to train users in hand-eye
coordination. The target audience for the app is primarily young children and senior citizens who are interested keeping
mentally active and improving coordination. The app should also provide users with a multitude of levels that they can
progress through.
Goals and Objectives
The app prototype should have the following features:
 Provide user with choices of levels of ability
 Allow users to record their score and progress in the game
 Provide users with a seamless gaming experience with minimal distractions
 Include interactive elements such as animations and sound effects
 Allow users to share their progress and choices with friends and family via social media.
Technical information
The game prototype should:
 Be programmed in GODOT
 Show at least two levels of Game Play
 Game Play should be recorded in OBS studio or similar and be in MP4 format
Evaluation Criteria
The app prototype will be evaluated based on the following criteria:
 User interface and ease of use
 Functionality and features
 Design and visual appeal
 Ability to provide dynamic navigation and user choices
 Integration of interactive elements such as animations and sound effects
 Seamless gaming experience with minimal distractions
 Ability to save and revisit progress in the game
 Ability to share progress and choices via social media.
Checkpoints
 Term 2, Week 6: submit Checkpoint Part 1 and start of Part 2
 Term 2, Week 7: submit draft for feedback
 Term 2, Week 8: final submission
Authentication strategies
 The teacher will provide class time for task completion.
 Students will produce sections of the final response under supervised conditions.
 Students will each produce a unique response with the teacher monitoring progress in class.
 The teacher will collect copies of the student response and monitor at key junctures.
 The teacher will collect and annotate drafts.
 Students will use plagiarism-detection software at submission of the response.
 Students must acknowledge all sources in APA format including in-text references.
 Students must submit a declaration of authenticity.
Scaffolding
 You will use MS Word or similar to create a portfolio for draft and final submission. This must include:
- documentation of selected practices, skills and processes used
- evaluation of processes and the app prototype against criteria
- list of notable adaptations made to processes and the prototype throughout the development cycle
 You will also submit
- a screen recording or video of your low-fidelity app prototype in action
 NOTE: Your draft submission must include all of the above to whatever standard you have at the time of the draft due
date.
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