Long term Planning 2015/2016 ICT - CiDA Year 9

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Term Weeks Unit No. & Project Topic Aut1 1&2 (U1) Website Analysis & target audience 3&4 (U1) Website Theme 1 Assessment Objective(s) Knowledge & Skills Literacy, numeracy and SMSC AO4 evaluating the fitness for Target audience and purpose of digital purpose AO1 Applying creative processes to design digital products (1.4 Consistency) (1.3 Site Structure) A web product is a self-contained and designed product which is viewed in a browser and hosted on the web or on an intranet. It may be linked from a parent website and include visual links such as a logo, which make users aware of this. You need to know that the key to producing a successful web product is to be clear about its purpose from the outset. This may be to: convey a message (e.g. a campaign) attract attention (e.g. advertising) inform (e.g. educational webpages) persuade (e.g. to buy something) entertain (e.g. quizzes and online games). You need to know who the target audience is so that the web product meets their needs. This may include: who will use the product, e.g. age, gender how much they know already their level of literacy/language skills what they want from the product and what will get them to look further. Pupils will carry out research looking at the purpose & target audience of a range of different websites, and present this research in a powerpoint presentation. The starting point is likely to be a client brief so you need to know what this typically includes: information about the client information about the target audience and purpose of the web product technical information about product, e.g. an overview of the: site structure functionality content design. You need to know how to translate this brief into a project by following the project lifecycle. A typical project lifecycle is: design the product site structure product consistency, such as template and style composition and page design accessibility You need to understand that a simple navigation bar includes two or more links to other pages within the product appears on the left-hand side or top area of every page uses text links or graphical links does not take up too much space. You will learn how to create and use a template or master page to fix some aspects of every page: page size and resolution banner height and width logo size and position internal and external hyperlinks navigation bar. If you are working to a brief there may be a house style (colour scheme, fonts, etc) which you must use. Using a pre-defined colour scheme and a standard set of fonts will help to make your web products more consistent. Pupils presented with first website design client brief (gadgetsrus), outline requirements of client brief. Pupils then introduced to Webplus software, how to setup master page requirements of master page, logo creation, hyperlinks, email hyperlinks. Accessibility features for disabled users. Client brief Master page sizing pixels. Hyperlinks (internal and external, file and email). Navigation system. Assessment Criteria All unit 1 activities are assessed through continual assessment, based on exam board assessment criteria. In the first activity you will need to create a web product for a specified audience and purpose. the ability to create a web product that demonstrates good awareness of audience and purpose as outlined in the client brief. You will be given a client brief which you must use when creating the web product. Your knowledge of the project lifecycle will help you to approach the task in an organised and effective way. information about the template. It will also include other layout and design information. the ability to use a consistent layout and design, including the ability to apply the template consistently. aspects of the site structure, but you will need to decide how exactly the site is structured. the ability to create a site structure which meets client Aut1 5-8 (U1) Website Theme 1 Having designed a template and established some design rules for consistency, the next stage is to decide on the composition and design of each page: title text writing for the web, quantity File conversion, cropping, resizing. You will need to use your knowledge of composition and page design to create a web

(1.5 Composition & page design) images, including dimensions and quality embedded multimedia files (video, sound, animation) and their appearance on the page links, hotspots and rollovers. You will learn about important design concepts: composition colour, shape and line balance and contrast visual hierarchy Image size optimisation. Alt Text titles for disabled users. product that meets client the ability to create a web product that presents content in an effective way. (1.7 Content Selection & Preparation) layout headings and sub-headings to separate sections of text tables to fix the position of content use of white space minimising scrolling. A client brief may specify some of the content required but you will need to make decisions about what to include and how it should look. Quality content improves the user experience and it is important to avoid anything that distracts or irritates users. For example, animated graphics or scrolling text should be avoided unless they enhance the content or user experience. To organise content, you will learn how to: create and use tables insert and position assets, including text, images, video, sound and animation on web pages resize images (percentage of original, fixed size, crop) retain proportions create and use thumbnail images control how users view multimedia assets. You will learn how to present text clearly using formatting features, such as: alignment line spacing bullets and numbering case emboldening colour web-friendly fonts font sizes and styles headings and subheadings. of the content required but you will also have scope to decide what other content to include, what it should look like and where it should go. the ability to select and use content appropriately. To allow users to access content you will learn how to create interactive components, including: navigation bars hotspots hyperlinks (internal, external, email) rollovers. Assets need to be carefully prepared and optimised to ensure that pages are not slow to load. You will learn how to: use image compression formats (png, jpg, gif) and convert from one format to another select and use compression formats for multimedia assets, including sound, video and animation, and convert from one format to another. Pupils to produce content of homepage, and other detail pages of gadgetsrus website to include suitable text, images, galleries, and video content files. Aut2 9 (U1) Website Theme 1 (1.6) Accessibility You need to understand the importance of making your web products accessible to people with visual impairments. You will learn how to improve the accessibility of products by: avoiding colour combinations such as red and green on your web pages using a high contrast between text and background adding ALT (alternative) text to images using scaleable fonts. You should aim to make your website accessible for the visually impaired. the ability to use appropriate accessibility features.

Pupils to create and apply Alt Text titles to all images on website, test functionality. Pupils to also check colour scheme combinations for ease of use. Aut2 10 (U1) Website Theme 1 AO4 Evaluating fitness for purpose (1.9) Testing (1.10 Evaluation) You will learn how to carry out systematic functionality testing of a web product to ensure that it works as intended, including: the layout and presentation of pages are appropriate and consistent the content, including text, is accurate and appropriate multimedia assets work as intended hyperlinks work and go where expected with no dead ends any interactive actions work as intended. You will need to learn how to save your website so that it can be viewed in modern web browsers. This means: saving your web pages as.htm or.html files. You will also learn how to carry out usability testing to assess the effectiveness of the product in terms of: a user interface accessibility ease of navigation overall user experience Evaluation target audience requirements, and purpose. You should allow yourself time to test your web product during the exam to ensure that it is fully functional and meets all Marks will not be awarded directly for testing but failing to test the web product could mean that some aspects do not work as intended or do not meet client It is always important to reflect on the success of a product and be able to review the extent to which it meets the needs of the: audience and purpose any client your ability to evaluate the web product you have produced. You need to learn how to explain how your choice of design features has addressed these needs, and give examples. However good the product, there will always be room for improvement and you must be able to identify possible enhancements. Pupils to run tests on website design to check hyperlinks, functionality etc, respond to any errors. Pupils to then complete evaluation document with screenshot & analysis note evidence to show fitness for purpose & target audience. Aut2 11-13 U4 Game Design You must be able to: select, create and modify images suitable for using as sprites import images for sprites into a game engine select appropriate sprite properties size background transparency colour/pattern select, create and modify sounds and their properties effect (chorus, echo, reverb) type (effect, music) use (play once, looped, volume, pan) trigger a sound effect on a game event select and use appropriate sound types, e.g. wav, midi, mp3, ogg select and create appropriate properties for game objects, such as: visibility solidity depth rotation scale select appropriate game events associated with game objects trigger game events associated with mouse/keyboard object movement (and timings) collisions detection score next level Videos available showing on screen demonstrations of various skills needed for fusion software. Pupils to watch videos, then practice each skill. Rotation. Scale. Ratio. Depth. Triggers & events.

Aut2 14-15 U4 Game Design (4.2 Using a moodboard) Pupils to use video tutorials to practice core skills required for Fusion 2.5 game design software. Pupils to watch each video, practice the skills, then provide evidence of this through screenshots and notes in their fusion skills learning log presentations. You need to learn how to use a moodboard to show other people what you have in mind and how it can be used to provide information about the game, including: purpose target audience genre and style rating platform key features, e.g. theme, objective, environment, story outline, game play, characters, assets. Even at this early stage, you should be able to explain how you will test the game for functionality and playability. You need to learn how to make use of feedback from others, how to explain the choices you have made and how to be flexible enough to make changes to your plans in response to feedback. Use of exemplars, pupils to produce relevant and eyecatching research presentation. Multimedia elements. Export process. All unit 4 activities are assessed through continual assessment, based on exam board assessment criteria. AO1 Design and development awarded 9 out of 33 marks available for unit 4 projects. Spr1 16-18 U4 Game Design (4.3 Developing Games for others to play) Pupils to use teaching resources on shared area to begin Game Design 1 (bubble bursting game). Pupils to research existing games, graphics etc, then begin to collect relevant research for this theme, and present it in form of a multimedia moodboard. Games must be carefully designed if they are to work as intended and be fun to play. You will learn how to produce detailed designs for games that include details of: audience and purpose of the game the game environment pathways levels assets story narrative challenges rules navigation and controls interaction. Storyboard planning. Primary and secondary sources difference? Assets, levels, interaction, game controls. Target audience AO1 Design and development awarded 9 out of 33 marks available for unit 4 projects. You need to learn how to make use of feedback from others on your designs and be prepared to make changes if necessary. Theme. Spr1 19-20 U4 Game Design (4.3 Developing Games for others to play) effective fit for purpose digital Pupils to produce initial design ideas for their bubble burst game through storyboard planning. They will need to produce hand drawn plans of each level of the game, and add appropriate analysis notes on each stage to highlight details. You will need to collect and prepare all the digital assets for the game, including: backgrounds 3D models objects sprites sounds. You can use ready-made assets providing you have permission to do so, but you will be expected to produce some original assets of your own. Image creation & conversion. File size, image type. Pixel art. Copyright restrictions. Pupils to begin to produce and collect digital assets for each level of the game, through producing themselves on both DrawPlus and Piskel, and through editing of existing graphics from Fusion library. Spr2 20-24 U4 Game Design You must be able to: Rotation.

(4.3 Developing Games for others to play) effective fit for purpose digital select, create and modify images suitable for using as sprites import images for sprites into a game engine select appropriate sprite properties size background transparency colour/pattern select, create and modify sounds and their properties effect (chorus, echo, reverb) type (effect, music) use (play once, looped, volume, pan) trigger a sound effect on a game event Scale. Ratio. Depth. Triggers & events. select and use appropriate sound types, e.g. wav, midi, mp3, ogg select and create appropriate properties for game objects, such as: visibility solidity depth rotation scale select appropriate game events associated with game objects trigger game events associated with mouse/keyboard object movement (and timings) collisions detection score next level select appropriate background select and apply effects, e.g. emitters, fog, rain select and apply an appropriate player starting point create a game with a number of levels, game objects and a background add a level level size window size select appropriate naming conventions for assets and games Sum1 25-26 U4 Game Design (4.4 Promoting games) 27-28 U4 Game Design (4.5 Reviewing games) effective fit for purpose digital AO4 Evaluating the fitness for purpose of digital Pupils to begin to develop game design, using Fusion 2.5 game engine software. Setup levels of game, add movement properties, and then events & conditions for each level. There is no point producing a fantastic game if no-one knows about it. You will learn how to use assets from the game to create a promo that attracts interest and persuades people to play. Pupils to research and analyse existing promotional videos in terms of content, purpose, target audience. Present research using screenshots & annotation. Pupils to then use screen capture software (CamStudio) to collect relevant game play clips. Pupils to then use MoviePlus video editing software to create appropriate promotional videos for their bubble burst games. You will learn how to review the strengths and weaknesses of games by evaluating factors, such as: playability, e.g. challenge, interest, duration, start-up, progress interactivity, e.g. controls, effects) rules, e.g. clarity, logic instructions, e.g. clarity, prompts, help originality user ratings and comments. Purpose & target audience Video file size & compression. Game review purpose, target audience. Layout, theme, focus.

You will also learn how to select extracts from the game to illustrate your comments. Sum1 29 U1 Website Theme 2 AO1 Applying creative processes to design digital products (1.4 Consistency) (1.3 Site Structure) Pupils to research and analyse existing online game reviews in terms of content, layout, target audience, and design. in terms of content, layout, target audience, and design. Pupils to then produce game review of their own game using PagePlus software. The starting point is likely to be a client brief so you need to know what this typically includes: information about the client information about the target audience and purpose of the web product technical information about product, e.g. an overview of the: site structure functionality content design. You need to know how to translate this brief into a project by following the project lifecycle. A typical project lifecycle is: design the product site structure product consistency, such as template and style composition and page design accessibility You need to understand that a simple navigation bar includes two or more links to other pages within the product appears on the left-hand side or top area of every page uses text links or graphical links does not take up too much space. You will learn how to create and use a template or master page to fix some aspects of every page: page size and resolution banner height and width logo size and position internal and external hyperlinks navigation bar. Client brief Master page sizing pixels. Hyperlinks (internal and external, file and email). Navigation system. All unit 1 activities are assessed through continual assessment, based on exam board assessment criteria. In the first activity you will need to create a web product for a specified audience and purpose. the ability to create a web product that demonstrates good awareness of audience and purpose as outlined in the client brief. You will be given a client brief which you must use when creating the web product. Your knowledge of the project lifecycle will help you to approach the task in an organised and effective way. If you are working to a brief there may be a house style (colour scheme, fonts, etc) which you must use. Using a pre-defined colour scheme and a standard set of fonts will help to make your web products more consistent. Pupils presented with second website design client brief (World Wide Holidays), outline requirements of client brief. Pupils then to use Webplus software to setup master page requirements of master page, logo creation, hyperlinks, email hyperlinks. information about the template. It will also include other layout and design information. the ability to use a consistent layout and design, including the ability to apply the template consistently. aspects of the site structure, but you will need to decide how exactly the site is structured. the ability to create a site structure which meets client Sum2 33-34 U1 Website Theme 2 Having designed a template and established some design rules for consistency, the next stage is to decide on the composition and design of each page: File conversion, cropping, resizing.

title text writing for the web, quantity images, including dimensions and quality embedded multimedia files (video, sound, animation) and their appearance on the page links, hotspots and rollovers. You will learn about important design concepts: composition colour, shape and line balance and contrast visual hierarchy Image size optimisation. Alt Text titles for disabled users. layout headings and sub-headings to separate sections of text tables to fix the position of content use of white space minimising scrolling. A client brief may specify some of the content required but you will need to make decisions about what to include and how it should look. Quality content improves the user experience and it is important to avoid anything that distracts or irritates users. For example, animated graphics or scrolling text should be avoided unless they enhance the content or user experience. To organise content, you will learn how to: create and use tables insert and position assets, including text, images, video, sound and animation on web pages resize images (percentage of original, fixed size, crop) retain proportions create and use thumbnail images control how users view multimedia assets. You will learn how to present text clearly using formatting features, such as: alignment line spacing bullets and numbering case emboldening colour web-friendly fonts font sizes and styles headings and subheadings. To allow users to access content you will learn how to create interactive components, including: navigation bars hotspots hyperlinks (internal, external, email) rollovers. Assets need to be carefully prepared and optimised to ensure that pages are not slow to load. You will learn how to: use image compression formats (png, jpg, gif) and convert from one format to another select and use compression formats for multimedia assets, including sound, video and animation, and convert from one format to another. Pupils to produce content of homepage, and other detail pages of World Wide Holidays website to include suitable text, images, galleries, and video content files. Sum2 35 U1 Mock Exam Pupils to complete past external paper in exam conditions, producing website for given theme and target audience. Sum2 36 U4 Game Design You must be able to: select, create and modify images suitable for using as sprites import images for sprites into a game engine select appropriate sprite properties size Mock exam to be assessed using external marking scheme provided by EdExcel.

background transparency colour/pattern select, create and modify sounds and their properties effect (chorus, echo, reverb) type (effect, music) use (play once, looped, volume, pan) trigger a sound effect on a game event select and use appropriate sound types, e.g. wav, midi, mp3, ogg select and create appropriate properties for game objects, such as: visibility solidity depth rotation scale select appropriate game events associated with game objects trigger game events associated with mouse/keyboard object movement (and timings) collisions detection score next level Sum2 37-38 U4 Game Design (4.2 Using a moodboard) Pupils to use video tutorials to practice core skills required for Fusion 2.5 game design software. Pupils to complete tutorial videos for 2 player pong game. You need to learn how to use a moodboard to show other people what you have in mind and how it can be used to provide information about the game, including: purpose target audience genre and style rating platform key features, e.g. theme, objective, environment, story outline, game play, characters, assets. Even at this early stage, you should be able to explain how you will test the game for functionality and playability. You need to learn how to make use of feedback from others, how to explain the choices you have made and how to be flexible enough to make changes to your plans in response to feedback. Use of exemplars, pupils to produce relevant and eyecatching research presentation. Multimedia elements. Export process. All unit 4 activities are assessed through continual assessment, based on exam board assessment criteria. AO1 Design and development awarded 9 out of 33 marks available for unit 4 projects. Sum2 39 U4 Game Design (4.3 Developing Games for others to play) Pupils to use teaching resources on shared area to begin Game Design 2 (2 player Pong style game). Pupils to research existing games, graphics etc, then begin to collect relevant research for this theme, and present it in form of a multimedia moodboard. Games must be carefully designed if they are to work as intended and be fun to play. You will learn how to produce detailed designs for games that include details of: audience and purpose of the game the game environment pathways levels assets story narrative challenges rules navigation and controls interaction. Storyboard planning. Primary and secondary sources difference? Assets, levels, interaction, game controls. Target audience You need to learn how to make use of feedback from others on your designs and be prepared to make changes if necessary. Theme. Pupils to produce initial design ideas for their sports pong game, through storyboard planning. They will need to produce hand

drawn plans of each level of the game, and add appropriate analysis notes on each stage to highlight details.