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
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