IPT 2004 Syllabus
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Software and Systems Engineering

Hardware Systems Architecture: 10 weeks- Semester 3
Overview This unit covers hardware systems, software systems and network systems.
Subject Matter and Learning Experiences Students will investigate hardware components, network components, architecture and management and network/Internet technologies.
Integrated

SEI

  • Security
  • Hacking
  • Viruses, Malicious and 'Buggy' Programs
  • Competition in the Software/Hardware Industry
  • Equity and accessibility
  • The Internet
  • Network systems and Security
  • Cryptography
  • The Future of ICTs

HCI

  • Desktop, command-line and windowing metaphors
  • Computer-supported cooperative work
  • Virtual Reality and multi-user environments
  • Input/Output device interfaces
  • Physical and computational interfaces and suitability
Extension
  • Investigation of systems security, management and administration
  • Systems integration and Thin-client/remote computing options
  • Boolean logic
Assessment Students will engage in a scaffolded research task [RT2] over a period of 2 weeks (mixture of class and own time) where they investigate a database system, commenting on query capability, interface design and usability. Students will sit for a test [T3] in a supervised session for reporting purposes.

Algorithm Theory and Design: 8 weeks - Semester 3
Overview In this unit, students are introduced to the standard Algorithmic elements (assignment, sequence, selection, iteration and modularization) to describe algorithms.
Subject Matter and Learning Experiences This unit introduces students to Design methods suitable for implementation in Algorithmic/Visual programming languages. they will learn methods of step-wise refinement and top-down analysis along with simple programming constructs and drag-and-drop RAD environments. Using the DDE cycle, students specify and then implement these simple algorithms in a platform game authoring environment (like Game Maker)and a RAD environment (like Delphi)
Integrated

SEI

  • Software distribution models.
  • Hacking and malicious programming.

HCI

  • Command-line vs visual programming.
  • User-proofing, error trapping.
Extension
  • Recursion
  • Use of commercial game engines (like Game Maker) to implement algorithmic concepts using drag and drop strategies.
Assessment Students will collect and analyze information [WT2] and will sit for a supervised examination [EX3].

Games Programming 1: 9 weeks - Semester 4
Overview This unit will concentrate on decision and Control Logic and Windows programming
Subject Matter and Learning Experiences Students will learn decision structures, loops and their application in windows-based application programming. Event handling and modularisation will be the focus here, wherever possible seeking general solutions to varied problems.
Integrated

SEI

  • Games and society - gender bias, games audiences and their effects.
  • Game playing cultures - local and global.
  • Games standards, content and classification.

HCI

  • Principles of user-centred design including usability analysis, design error.
  • Planning and construction of interaction spaces for a targeted audience using a RAD environment.
  • Windows visual components.
  • Conducting usability tests.
Extension
  • Use a platform game authoring program (like Game Maker) to code aspects of a game in both 'drag and drop' and 'run a script' modes.
Assessment [MP2] [T4]

Games Programming 2: 7 weeks - Semester 4
Overview This unit will concentrate on compound data structures, user interaction and graphics programming.
Subject Matter and Learning Experiences In this unit, students will explore graphical interactivity and experience elements of game engine programming and use. The emphasis will be on game development
Integrated

SEI

  • Communication using visuals and hypertext and effects on user
  • Accountability, responsibility for damage caused by inadequate or faulty software
  • Software distribution and licensing models.

HCI

  • Ergonomics and the gamer.
  • Designing prototypes given standards.
  • re-designing poor interfaces with reference to audience, accessibility and useablity.
  • Control and error trap interactivity in a windows system.
Extension
  • Use graphics languages (like DirectX, OpenGL etc) for hardware and software rendering of graphical processes
  • Use of static structures like records, user-defined types and objects
  • Use of dynamic structures like sets, files and pointers
  • Develop help systems online and in print
Assessment [MP2cont] [EX4]

 

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