Formats and tools
- Unit Description
- Reconstruct the unit from the xml and display it as an HTML page.
- Assessment Tool
- an assessor resource that builds a framework for writing an assessment tool
- Assessment Template
- generate a spreadsheet for marking this unit in a classroom environment. Put student names in the top row and check them off as they demonstrate competenece for each of the unit's elements and performance criteria.
- Assessment Matrix
- a slightly different format than the assessment template. A spreadsheet with unit names, elements and performance criteria in separate columns. Put assessment names in column headings to track which performance criteria each one covers. Good for ensuring that you've covered every one of the performance criteria with your assessment instrument (all assessement tools together).
- Wiki Markup
- mark up the unit in a wiki markup codes, ready to copy and paste into a wiki page. The output will work in most wikis but is designed to work particularly well as a Wikiversity learning project.
- Evidence Guide
- create an evidence guide for workplace assessment and RPL applicants
- Competency Mapping Template
- Unit of Competency Mapping – Information for Teachers/Assessors – Information for Learners. A template for developing assessments for a unit, which will help you to create valid, fair and reliable assessments for the unit, ready to give to trainers and students
- Observation Checklist
- create an observation checklist for workplace assessment and RPL applicants. This is similar to the evidence guide above, but a little shorter and friendlier on your printer. You will also need to create a seperate Assessor Marking Guide for guidelines on gathering evidence and a list of key points for each activity observed using the unit's range statement, required skills and evidence required (see the unit's html page for details)
- Self Assessment Survey
- A form for students to assess thier current skill levels against each of the unit's performance criteria. Cut and paste into a web document or print and distribute in hard copy.
- Moodle Outcomes
- Create a csv file of the unit's performance criteria to import into a moodle course as outcomes, ready to associate with each of your assignments. Here's a quick 'how to' for importing these into moodle 2.x
- Registered Training Organisations
- Trying to find someone to train or assess you? This link lists all the RTOs that are currently registered to deliver ICTGAM530, 'Develop and implement physics in a 3-D digital game'.
- Google Links
- links to google searches, with filtering in place to maximise the usefulness of the returned results
- Reference books for 'Develop and implement physics in a 3-D digital game' on fishpond.com.au. This online store has a huge range of books, pretty reasonable prices, free delivery in Australia *and* they give a small commission to ntisthis.com for every purchase, so go nuts :)
Elements and Performance Criteria
Elements describe the essential outcomes.
Performance criteria describe the performance needed to demonstrate achievement of the element.
1. Develop a game world system
1.1 Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engineâ€™s world objects
1.2 Constrain the frame rate to a desired frame rate
2. Develop components to support game world creation using physics
2.1 Create and implement the game physics system
2.2 Implement the game object primitives
2.3 Use or develop a physics debugger to show collision frames
3. Develop an understanding of constraint dynamics
3.1 Generate game objects or physics bodies constrained by joints
3.2 Build a ragdoll using the game physics system
4. Develop an understanding of physics interactivity
4.1 Use the game physics system to ray cast the scene
4.2 Implement a player-controlled model
4.3 Implement and develop game physics system models
5. Develop an interactive scene
5.1 Use primitives to build a scene
5.2 Use trigger volumes to fire off events
5.3 Capture the collision events with call-backs
5.4 Use a toggle for collision frames
6. Compile a report
6.1 Build class diagrams for all objects
6.2 Describe the techniques used to create interactivity
6.3 Describe the objects and when they were used
6.4 Document the libraries used