Tuesday 26 May 2015

Topics to revise on the AQA GCSE Computer Science Exam

  • ·                     Constants
  • ·                     CPU
  • ·                     Data Types
  • ·                     Errors
  • ·                     Flow Charts
  • ·                     Functions
  • ·                     Hardware
  • ·                     Memory
  • ·                     Networking
  • ·                     Procedures
  • ·                     Prototyping
  • ·                     SDLC
  • ·                     SQL *
  • ·                     Structures
  • ·                     Systems
  • ·                     Variables

Thursday 21 May 2015

Cover for M Knight 1st June

Period 1

Make me a powerpoint on computer games through time?

Period 5

Revise for your next Science exam or design and make a website for the school to use for the Box

Thanks


Friday 15 May 2015

Kodu: Lesson 3 - Racing Game


Understand how to combine programming and design skills learnt so far to use paths and opponents within a racing game







Task: Create a racing game in Kodu

Use the skills from the last two lessons to create a racing game in Kodu.

You will need to:

  • Add terrain
  • Program a main character
  • Add paths
  • Program a racer to follow the path

You should try to do this independently but if you get really stuck you can use the help guides below:

Racing Game in Kodu Guide - Part 1
Racing Game in Kodu Guide - Part 2





Cover for M Knight 15th May 2015

Random Starter for all classes


10M1

Well Done for all your work with the web exam.  Please use this hour to revise for your GCSE Science Exam Thanks



11M5

We are all finished please revise for your next GCSE or look at this click here


9M6


The games seem quite good fun! 

They can take quite a while so it is best to register first as it saves your progress.






Wednesday 13 May 2015

Cryptology

The games seem quite good fun! 

They can take quite a while so it is best to register first as it saves your progress.

Thursday 7 May 2015

NG CIDA - Changing Worlds (everything)



 SCENARIO

In this project you will create an original game based on one of these three stories:

Imagine a strange world in nineteenth century Britain with submarines that can penetrate the darkest depths of the oceans and strange flying craft that can reach floating cities. Expeditions into the past and future have become common with the invention of the Time Machine. Where will you visit? What will you find there?

MI6 has discovered that a small hacker group called Cicada has infiltrated the computers of the CenProc Corporation and has stolen plans for a highly secret device. Can you locate the hackers and recover the plans before they fall into the wrong hands?

The year is 2114 and Artificial Intelligence has become cheaper and smarter. Robots are commonplace and can now think like people. Is the human race in imminent danger?

You will: 
  • produce a game overview and a moodboard
  • produce detailed designs for the game
  • develop and test the game
  • create a promotional product (promo) for the game
  • produce a game review.



GETTING ORGANISED 





You need to ensure you save all the work you do in the correct folders.

Create a folder called DA204SPB which contains these two subfolders:
PRODUCTS – your final game, instructions and promo must be saved here
EVIDENCE – all other evidence must be saved here.

Products you create are shown with this symbol  and other evidence is shown with this symbol .

Assets table

You must keep careful records of all sources you use to gather assets, both primary and secondary.

You should describe each asset and any changes you make, how and where it is used and details of the permission required for its use.

 Create an assets table. Ensure that you keep it up to date throughout the project.

Copyright 

You must comply with copyright.

Game Testers 


You must choose suitable testers who will give you useful feedback on your game designs and prototype.

Game Reviewers 

You will also need feedback from reviewers on your final game.


GAME OVERVIEW 


You must produce some ideas for your game.

Read all the information for creating the game and make sure you understand what you need to do.

 Complete a game overview which outlines: 
  • Background story This is where you tell the player what happened up to the point that they start playing. This must be based on one of the given stories.
  • Target audience You may choose any age group up to 14 years old, boys and/or girls.
  • Purpose/objective State what the player has to do to complete the game.
  • PEGI rating Give the Pan European Game Information (PEGI) rating.

Discuss your game overview with your teacher and get their approval before you continue.


Resource 1 - Click here to download a game overview template 



MOODBOARD


Before you start on any detailed design work you must create a moodboard. This is where you communicate your initial design ideas for your game. You should use it to get feedback from your game testers.

The moodboard should include inspirational materials/images for: 
  • the game genre and style
  • settings/environments
  • the characters
  • any music, sound effects or speech
  • anything else you think is important.

You should annotate your moodboard to explain your ideas.

 Create your moodboard. 


Resource 1 - Moodboard Collection Checklist
Resource 2 - Moodboard Descriptors
Resource 3 - Example Moodboards
Resource 5 - Moodboard Creation Checklist
Resource 6 - Moodboard Annotation Checklist






DESIGN IT 

 

You must produce a set of designs for your game that are detailed enough for others to visualise the finished product.

These designs should include: 
  • all general rules for the game
  • specific rules for each level or scene
  • a storyboard for each level or scene
  • methods of navigation and control
  • anything else you think is important.

 Create your designs for the game.

Ask game testers for feedback on your designs and make changes if necessary.



Resource 1 - Click here to download a rules log template
Resource 2 - Click here to download storyboard templates 





BUILD IT – DEVELOPMENT 
 


Start to build your game using your designs to help you. Use a development log to record problems, outcomes of functionality and usability testing, and actions taken.

 Create a development log. You should update it regularly during development.

Test each part of your game as you develop it.

Ask game testers to play a prototype of your game and give you feedback.

 Save the final version of your game.




Resource 1 - Click here to download the Development Log Section A  - Formative Testing

Resource 2 - Click here to download the Development Log Section B  - User Feedback
Resource 3 - Click here to download the Development Log Section C  - Teacher Comments
Resource 4 - Click here to download the Development Log Section D  - Design Changes

BUILD IT – INSTRUCTIONS 

Your game must have clear user instructions so that anyone in the target audience is able to play the game without further help.

You may want to include the instructions in the game, have an on-screen help file, a separate publication, or a combination.

 Complete your user instructions.


PROMOTE IT 





 You must produce a promotional product (promo) for your game that:
encourages members of the target audience to play the game
makes use of appropriate assets from the game.

This should be a digital product such as a Flash introduction or a trailer.

You must NOT use presentation software for this task.


Resource 1 - Click here for the promote it checklist 


REVIEW IT 


You must produce a review of your game that would be suitable for publication in an on-screen computer games magazine.

Ask game reviewers to play your game and give you feedback.

The review should include: 
  • technical details
  • strengths and weaknesses
  • user ratings for different aspects of game play
  • comments from game reviewers.
 Produce a review of your game.

Resource 1 - Click here to download the review template  


Wednesday 6 May 2015

Server-Side Programming


Web Application Concepts



Data Structures


Data Structures


Memory


Secondary Storage


SQL


Computer Systems





Basic Model


Prototyping


Networks


LAN & WAN


Procedures and Functions


Functions




Database Concepts

Variables, Data Types and Constants


Data Types


Data Representation

Computers in Society

CPU Glossary


The CPU

The AQA specification says that students should:

• be able to explain the effect of common CPU characteristics on the performance of the processor. These should include clock speed, number of cores and cache size/types.