Page 14 - CAPE ANIMATION AND GAME DESIGN SYLLABUS
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UNIT 1
MODULE 1: UNDERSTANDING ANIMATION AND GAME DESIGN (cont’d)
SPECIFIC OBJECTIVES CONTENT/EXPLANATORY NOTES
Students should be able to:
(c) Penalties for infringement of
intellectual property, patents,
copyrights.
(d) Process involved in copyrighting
and patenting one’s work.
(e) Authorised use of copyrighted
material.
20. develop solutions to mitigate the Examples: Quality control, patents,
risks associated with animation copyrights.
and game design;
21. identify the main stages of game Creative process: Brainstorming,
design; and, ideation
Methodology: Iterative process:
(a) Rapid prototyping
(conceptualisation, design, code,
and test).
(b) Play test.
(c) Revision.
(d) Repeat.
22. explain the importance of RAD in Compare to plan-based methods. For
game design. example, waterfall methods.
Advantages and disadvantages of RAD.
Suggested Teaching and Learning Activities
To facilitate students’ attainment of the objectives in this Module, teachers are advised to engage
students in the following teaching and learning activities which may be done separately or merged to
facilitate sequencing and portfolio development.
1. Students can be shown online lectures on the History of animation.
2. Have students create a timeline to illustrate the chronology of animation.
3. Students should be arranged in groups or pairs to conduct a research on different stages of
the history of animation or game design. They should use a “show and tell” approach via
CXC A37/U2/15 9 www.cxc.org