Java Fundamentals

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Credit Transfer
for Oracle Academy Certifications
Introduction
SQA have a range of National Certificates available to colleges and students.
The information given in this document applies irrespective of the context in which the Units are
delivered.
This document is of an advisory nature. The final decision on whether or not to grant credit
transfer must be made by the centre and is subject to external moderation. However, external
moderators are unlikely to raise objections to any credit transfer based on the advice given here.
SQA provide clear criteria for deciding if two syllabuses are equivalent. All the following criteria must be
satisfied if full credit transfer is to be recognised between both syllabuses:
1.
2.
3.
4.
5.
6.
7.
8.
The syllabuses have the same SCQF levels.
The syllabuses have the similar credit values (or equivalent).
The syllabuses are equivalent in terms of core skill coverage.
The syllabuses relate to the same subject area and the main topics are common to both.
The syllabuses present a similar level of cognitive demand.
The syllabuses encompass similar skill-sets.
The syllabuses are contemporary in terms of terminology, techniques and technology.
Employers, admission officers and other users would perceive both syllabuses as broadly
equivalent.
9. The assessment demands are similar in terms of candidate activity and performance criteria, or
candidates would be equally likely to pass both assessments.
10. Special conditions (where they exist) are applicable to both syllabuses.
Since the units in this document match closely to the vendor courses, all of the above criteria can be
met.
The Vendor courses here have all the competences necessary to fulfil the appropriate employment
objectives including knowledge, understanding and the necessary practical skills. Thus, credit transfer
granted to a candidate on the basis of vendor passes and will cover all aspects of an NC Unit.
The following guidance relates to specific vendor certification. Centres are free to consider any
form of alternative evidence, and accept this as evidence of competence if they consider that it
fully satisfies a unit’s requirements. However, centre decisions are subject to external
moderation.
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Introduction
The Oracle Academy, Introduction to Computer Science is designed for high schools and colleges to
provide a thorough foundation in database, programming, and professional skills curriculum to
students, while offering rigorous training and professional development for teachers. It is ideal for
institutions that wish to offer a comprehensive and structured training program that enables faculty to
deliver a web-based, student-friendly curriculum.
Competitive edge in the job market
Students are exposed to technical, business and professional skills that are used in a variety of
industries and job roles. Advanced students have the opportunity to pursue Oracle certification – a
distinction that provides an additional competitive edge in the job market.
Student-friendly curriculum
This professionally designed curriculum is geared to meet the learning needs of a variety of students,
from those interested in gaining broad exposure to business and technical skills to students planning
on pursuing a technical education or career. It blends virtual and face-to-face training, hands-on
exercises, assessments, and project based learning experiences while leveraging the latest Oracle
technologies, allowing teachers and students to easily access the curriculum through a web browser.
Oracle-hosted curriculum and lab environment
Oracle hosts the curriculum and lab environment using state-of-the art technical infrastructure. There
is absolutely no software setup or maintenance required to deliver the curriculum and its
accompanying practices—all you need is a web browser!
Continual Professional Development
The Oracle Academy courses can only be delivered by institutions that have put staff members
through the intensive training programme offered annually by the Oracle Corporation.
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Credit transfer
Java Fundamentals
Overview
This course engages students with little or no programming experience to create Java programs.
Participants are introduced to object-oriented programming concepts, terminology, and syntax, and
the steps required to create basic Java programs using the Alice, Greenfoot, and Eclipse interactive
development environments. Hand-on practices figure prominently throughout this course so students
can experience first-hand the power of computer programming.
Duration: 120 Hours
Completion of this course would enable students to gain Scottish Qualification Authority
(SQA) accreditation for the following units: F1K0 10: Computing: Programming in a High-level Language – Fundamentals
1 credit at intermediate 1 (6 SCQF credit points at SCQF level 41)
FN8R 11: Games Programming
1 credit at intermediate 2 (6 SCQF credit points at SCQF level 5)
FN8P 11: Gameplay
1 credit at intermediate 2 (6 SCQF credit points at SCQF level 5)
Mapping of Core Skills development to Units
S = signposted, E = embedded
Unit
Code
Unit Title
Computing:
Programming
in a highlevel
language fundamentals
FN8R Games
11
Programming
FN8P Gameplay
11
Communication
Oral Written
numeracy
Using
Using
Graphical Number
Info
IC
T
F1K0
10
S
S
S
S
Problem Solving
Working
Critical
Planning Reviewing with
Others
Thinking
and
and
Organising Evaluating
S
S
S
S
E(5)
S
S
S
S
S
S
1
*SCQF credit points are used to allocate credit to qualifications in the Scottish Credit and Qualifications
Framework (SCQF). Each qualification in the Framework is allocated a number of SCQF credit points at an SCQF
level. There are 12 SCQF levels, ranging from Access 1 to Doctorates.
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S
S
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Any candidate who passes the named Oracle unit(s) can gain certification for the corresponding SQA
unit(s).
You will then have to inform your SQA coordinator that they have passed the unit when they have
completed the Oracle Academy course so that they get the recognition on their SQA Certificates.
If you have further questions about the Relational Database Systems unit DM4K12 and Oracle do not
hesitate to contact Wendy Reith (wendy.reith@royalhigh.edin.sch.uk) or Dave Main
(dave.main@sqa.org.uk)
If you have further questions about any other areas of Credit transfer or delivery of the oracle
academy do not hesitate to contact William McRae (william.mcrae@ayrshire.ac.uk)
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Delivery of Oracle Academy within current NC Frameworks
The content of Introduction to Computer Science course offered as part of the Oracle Academy
curriculum can be delivered as a stand alone course or be delivered as part of a full-time course and
credit transferred to Units delivered within many NC/HNC/D courses, the course can also be delivered
as part of an SQA Professional Development Award. The following section details which courses
have been identified as containing the HN units which can be credit transferred from the Oracle
Academy Introduction to Computer Science.
The Oracle Academy Program Introduction to Computer Science consists of two 90-hour courses and
two 180-hour courses all of which are assessed by a combination of restricted response tests and
practical exercises. These courses can provide credit transfer to NC/HN Units. These courses can
also help candidates prepare for the Oracle Certified Associate Certification exams. A blended
learning approach to the delivery is recommended and students should be encouraged to work
through material in their own study time.
NC Computer Games Development GC8R 45
The NC Games Development Course can provide an articulation route to further study and will
encourage and engage candidates by utilising a hands-on, practical approach to learning the skills for
this sector.
Upon completion of Java Fundamentals course advanced students will be eligible for a credit transfer
for the following three SQA units.
Unit Title
Computing: Programming in a high-level
language - fundamentals
Games Programming
Gameplay
Oracle Academy Credit Transfer
SQA Ref. Credit
No.
Value
1
F1K0 10
SCQF
4
FN8R 11
2
5
FN8P 11
2
5
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Course Content Java Fundamentals
Java Fundamentals – Section 0
Lesson 1: Student Course Resources
Lesson 2: Course Outline
Lesson 3: Course Map
Lesson 4: Curriculum Tour (MP4 File)
Lesson 5: Software Installation Instructions
Java Fundamentals – Section 1
Lesson 1: Welcome
Lesson 2: Introduction
Java Fundamentals – Section 2
Lesson 1: Get Started with Alice
Lesson 2: Add and Position Objects
Lesson 3: Use Procedures and Arguments
Lesson 4: Add Rotation and Randomization
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 10: Use Variables
Lesson 11: Use Keyboard Controls
Lesson 12: Develop a Complete Animation
Lesson 13: Correlating Java Variables, Data Types, and Expressions with Alice 3 Tools
Lesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools
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Java Fundamentals – Section 3
Lesson 1: Getting Started with Greenfoot
Lesson 2: Using Methods, Variables and Parameters
Lesson 3: Working with Source Code and Documentation
Lesson 4: Developing and Testing an Application
Lesson 5: Using Randomization and Understanding Dot Notation and Constructors
Lesson 6: Defining Methods
Lesson 7: Using Sound and Keyboard Control
Lesson 8: Creating a World, Animation Actors and Ending a Game
Lesson 9: Understanding Abstraction
Lesson 10: Using Loops, Variables and Strings
Lesson 11: Putting it all Together with Greenfoot
Lesson 12: Creating an Inventory of Java Fundamentals
Java Fundamentals – Section 4
Lesson 1: Compiling with Eclipse – A First Program
Lesson 2: Using Object Classes and Driver Classes
Lesson 3: Programming with Data Types and Operators
Lesson 4: Using Strings
Java Fundamentals – Section 5
Lesson 1: Using Scanner and Conditional Statements
Lesson 2: Using Program Control Statements
Java Fundamentals – Section 6
Lesson 1: Using Arrays
Lesson 2: Sorting and Searching
Lesson 3: Handling Errors
Java Fundamentals – Section 7
Lesson 1: Creating Classes, Objects, and Methods
Lesson 2: Passing Objects and Overloading Methods
Lesson 3: Understanding Recursion, Static Modifier, and Nested Classes
Lesson 4: Understanding Inheritance
Lesson 5: Understanding Polymorphism
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Java Fundamentals – Appendix A Self Study Guides
Lesson 1: What's in Your Future?
Lesson 2: What is a Consultant?
Lesson 3: Speaking in Public
Lesson 4: Leaders in Information Technology
Lesson 5: Creating a Career Portfolio
Lesson 6: Interests, Skills, and Achievements
Lesson 7: Work Experience and Community Involvement
Lesson 8: Creating a Resume
Lesson 9: The Changing Nature of the Job Market
Lesson 10: Searching for a Job
Lesson 11: Written Communication
Lesson 12: Interviewing
Lesson 13: Networking
Lesson 14: Cyber Security
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Appendix Centre Advice – Mapping Detail to Computing: Programming in a High-level Language
- Fundamentals- F1K0 10
Unit title: Computing: Programming in a High-level Language — Fundamentals: F1K0 10
Credit points and level: 1 credit at intermediate 1 (6 SCQF credit points at SCQF level 4*)
Unit purpose: This Unit is designed to introduce the concept of computer programming by identifying
the various components needed to construct simple programs using a high level language. At the end
of the Unit the candidates will gain sufficient knowledge to create a simple software program for a
given problem. This Unit is language independent and should provide a framework for other language
specific programming Units.
This Unit is aimed at candidates who have no previous experience of computer programming.
On completion of the Unit the candidate should be able to:



Identify the requirements for creating a computer program.
Identify the various components used in constructing computer programs.
Use structured techniques in program design.

Create a software program for a given problem.
Outcome 1: Identify the requirements for
creating a computer program.
Java Fundamentals

Section 0



2
3
Identify software and hardware
needed to generate computer
programs
Identify the different stages of the
programming process.
Identify various programming
development paradigms
commonly used. 2
Identify the differences between
compiled and interpreted
programming languages. 3
Lesson 5: Software Installation Instructions
Section 1
Lesson 2: Introduction
Section 3
Lesson 4: Developing and Testing an Application
Lesson 12: Creating an Inventory of Java Fundamentals
Supplemental material will be required here to cover additional paradigms (i.e. non OOP paradigms).
Supplemental material will be required here to cover the interpreted programming languages
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Identify the various Introduction to Computer Science and Business
components used in constructing
computer programs.
Outcome





2:
Identify the differences between
input and output data.
Identify simple/primitive data
types.
Identify the advantages of
modular programming using
subroutines/procedures.
Identify different types of control
structures.
Identify the various types of
operators used in programming.
Section 2
Lesson 3: Use Procedures and Arguments
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 14: Correlating Java Methods, Classes, and Other
Structures with Alice 3 Tools
Lesson 13: Correlating Java Variables, Data Types, and
Expressions with Alice 3 Tools
Lesson 14: Correlating Java Methods, Classes, and Other
Structures with Alice 3 Tools
Section 3
Lesson 1: Getting Started with Greenfoot
Lesson 2: Using Methods, Variables and Parameters
Lesson 3: Working with Source Code and Documentation
Lesson 5: Using Randomization and Understanding Dot
Notation and Constructors
Lesson 6: Defining Methods
Lesson 8: Creating a World, Animation Actors and Ending a
Game
Lesson 10: Using Loops, Variables and Strings
Lesson 12: Creating an Inventory of Java Fundamentals
Section 4
Lesson 3: Programming with Data Types and Operators
Section 5
Lesson 2: Using Program Control Statements
Section 7
Lesson 1: Creating Classes, Objects, and Methods
Lesson 2: Passing Objects and Overloading Methods
Lesson 3: Understanding Recursion, Static Modifier, and
Nested Classes
Lesson 4: Understanding Inheritance
Lesson 5: Understanding Polymorphism
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Outcome 3: Use structured techniques
Java Fundamentals
in program design.



Identify various structured
techniques.
Describe the advantages of
structured techniques
Implement a program design for a
given problem.
Outcome 4: Create a software
Section 2
Lesson 5: Declare Procedures
Section 3
Lesson 4: Developing and Testing an Application
Lesson 12: Creating an Inventory of Java Fundamentals
Java Fundamentals
program for a given problem.



Use simple/primitive data types.
Use control structures and
operators.
Write and run a computer
program for a given problem.
Section 2
Lesson 3: Use Procedures and Arguments
Lesson 4: Add Rotation and Randomization
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 10: Use Variables
Lesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot
Notation and Constructors
Lesson 6: Defining Methods
Lesson 7: Using Sound and Keyboard Control
Lesson 8: Creating a World, Animation Actors and Ending a
Game
Lesson 9: Understanding Abstraction
Lesson 10: Using Loops, Variables and Strings
Lesson 11: Putting it all Together with Greenfoot
Section 4
Lesson 3: Programming with Data Types and Operators
Section 5
Lesson 2: Using Program Control Statements
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Section 7
Lesson 1: Creating Classes, Objects, and Methods
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Appendix Centre Advice – Mapping Detail to Games Programming (FN8R 11)
Unit title: Games Programming: FN8R 11
Credit points and level: 1 National Unit credit at SCQF level 5: (6 SCQF credit points at SCQF level
5*)
Unit purpose: The purpose of this Unit is to introduce candidates to the programming skills
necessary to progress within the games industry. Candidates will acquire foundation knowledge of
programming concepts, coding best practice and coding techniques. Candidates will analyse game
specific code examples and learn to use segments of code to build a working computer game
incorporating graphics.
This Unit is an optional Unit in the National Certificate in Computer Games Development, but is also
available for candidates wishing to study the Unit on its own. This Unit is suitable for candidates who
wish to start their skills development for a future in the games programming industry.
On completion of the Unit the candidate should be able to:



Identify and apply good coding practice.
Identify and apply a range of games programming techniques.
Create a working game demonstration using a recognised programming language.
Outcome 1: Identify and apply good
coding practice.
Java Fundamentals


Section 2



Produce code for a game.
Identify and apply naming
conventions as appropriate within
the programming language used.
Apply the use of comments
appropriately throughout all code
segments.
Apply the use of indentation and
spacing as appropriate within the
programming language used.
Implement appropriate variable
declarations and initialisations.
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Lesson 3: Use Procedures and Arguments
Lesson 5: Declare Procedures
Lesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and Documentation
Lesson 12: Creating an Inventory of Java Fundamentals
Section 4
Lesson 1: Compiling with Eclipse – A First Program
Lesson 2: Using Object Classes and Driver Classes
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Outcome 2: Identify and apply a range of
games programming techniques.
Java Fundamentals

Section 2


Identify and apply data structures
appropriate to the creation of a
game.
Identify and apply control
structures and operators
appropriate to the creation of a
game.
Identify and apply suitable
programming constructs to
manipulate graphics in a game.
Lesson 2: Add and Position Objects
Lesson 3: Use Procedures and Arguments
Lesson 4: Add Rotation and Randomization
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 10: Use Variables
Lesson 11: Use Keyboard Controls
Lesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot
Notation and Constructors
Lesson 6: Defining Methods
Lesson 7: Using Sound and Keyboard Control
Lesson 8: Creating a World, Animation Actors and Ending a
Game
Lesson 9: Understanding Abstraction
Lesson 10: Using Loops, Variables and Strings
Lesson 11: Putting it all Together with Greenfoot
Section 4
Lesson 2: Using Object Classes and Driver Classes
Lesson 3: Programming with Data Types and Operators
Lesson 4: Using Strings
Section 6
Lesson 1: Using Arrays
Lesson 2: Sorting and Searching
Section 7
Lesson 1: Creating Classes, Objects, and Methods
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Outcome 3: Create a working game
demonstration using a recognised
programming language.
Java Fundamentals

Section 2


Design and demonstrate a game
concept.
Produce a working game demo
using a combination of precreated segments of code and
original coding.
Evaluate and demonstrate the
game demo.
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Lesson 5: Declare Procedures
Lesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and Documentation
Lesson 11: Putting it all Together with Greenfoot
Lesson 12: Creating an Inventory of Java Fundamentals
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Appendix Centre Advice – Mapping Detail to Gameplay (FN8P 11)
Unit title: Gameplay: FN8P 11
Credit points and level: 1 National Unit credit at SCQF level 5: (6 SCQF credit points at SCQF level
5*)
Unit purpose: This Unit is designed to introduce candidates to the underlying characteristics of
games that control the way a game is played and to develop an understanding of the parameters that
enable a game to function successfully. A key element of this Unit is that the candidate has to play
games and observe games being played with a view to identifying and exploring the game
characteristics. Although the possibilities are expansive the key purpose is to allow candidates to
understand the basic framework within which games are designed.
This Unit is a mandatory Unit within the National Certificate in Computer Games Development, but
can also be taken as a free-standing Unit.
This Unit is suitable for candidates who wish to acquire a basic understanding of how games function.
On completion of the Unit the candidate should be able to:



Identify and describe game characteristics.
Produce a modification document for a game.
Test a game with modified game characteristics.
Outcome 1: Identify and describe game
characteristics.
Java Fundamentals


Section 1

Identify game characteristics.
Describe the characteristics of a
game from observation of
gameplay.
Compile and present main
findings.
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Lesson 2: Introduction
Section 3
Lesson 8: Creating a World, Animation Actors and Ending a
Game
Lesson 11: Putting it all Together with Greenfoot
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Outcome 2: Produce a modification
document for a game.
Java Fundamentals

Section 1



Compile a proposal document for
modifying a game.
Effectively contribute to group
discussions about proposed game
modifications.
Clearly identify the key tasks,
required resources and timeline
for modification proposal.
Complete final modification
document.
Lesson 2: Introduction
Section 3
Lesson 12: Creating an Inventory of Java Fundamentals
Outcome 3: Test a game with modified
game characteristics.
Java Fundamentals

Section 1


Modify and test a game in line
with modification document.
Evaluate testing activity.
Compile and present findings of
the test.
Lesson 2: Introduction
Section 3
Lesson 3: Working with Source Code and Documentation
Lesson 4: Developing and Testing an Application
Lesson 11: Putting it all Together with Greenfoot
Lesson 12: Creating an Inventory of Java Fundamentals
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