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Year 11 Digital Technologies – Course Notes

These course notes explain the key concepts, skills, and processes used throughout the Year 11 Digital Technologies programme.

They are designed to: - support lesson learning - support independent revision - align directly with assessment requirements - help you explain what you did and why

These notes do not replace lessons or checkpoints.


Programme Overview

flowchart LR
    A[Programming Foundations] --> B[Game Development]
    B --> C[Iteration & Testing]
    C --> D[Reflection & Analysis]

You will:

  1. Learn how programs work
  2. Apply those skills to game development
  3. Improve your work through testing and iteration
  4. Analyse and reflect on your design process

Unit 1: Programming Foundations (AS92004)

1.1 What Is a Computer Program?

A computer program is a set of instructions that tells a computer:

  • what to do
  • when to do it
  • how to respond to input

Programs follow logic, not intention.

flowchart TD
    Start --> Input
    Input --> Process
    Process --> Output

1.2 Program Structure

Most programs follow a predictable structure:

  • input
  • processing
  • output

In Python, this often includes:

  • variables
  • conditionals
  • loops
  • functions
flowchart TD
    A[Start Program]
    A --> B[Get Input]
    B --> C{Condition?}
    C -->|Yes| D[Action A]
    C -->|No| E[Action B]
    D --> F[End]
    E --> F[End]

1.3 Control Structures

Sequencing

Instructions run top to bottom, one at a time.

Selection

Programs make decisions using conditions (if, else).

Iteration

Programs repeat actions using loops.

flowchart TD
    A[Start Loop]
    A --> B{Condition Met?}
    B -->|Yes| C[Repeat Action]
    C --> A
    B -->|No| D[Exit Loop]

1.4 Testing and Debugging

Testing checks whether a program:

  • behaves as expected
  • handles incorrect input
  • produces correct output

Debugging is the process of:

  • identifying errors
  • fixing logic
  • improving clarity

Testing is evidence of thinking, not failure.

Unit 2: Introduction to Game Development (AS92005)

2.1 What Is a Game?

A game is an interactive digital system with:

  • rules
  • player input
  • feedback
  • outcomes
flowchart LR
    Player -->|Input| Game
    Game -->|Feedback| Player

2.2 Core Game Components

Every game includes: - player control - game mechanics - game state - win/lose conditions

flowchart TD
    Input --> Mechanics
    Mechanics --> GameState
    GameState --> Feedback

2.3 Game Engines and Godot

A game engine provides:

  • rendering
  • input handling
  • physics
  • scene management

In this course:

  • Godot is the required engine
  • GDScript is the scripting language

2.4 Scenes, Nodes, and Scripts

Godot games are built from:

  • scenes (collections of objects)
  • nodes (individual components)
  • scripts (behaviour)
graph TD
    Scene --> Node1[Player Node]
    Scene --> Node2[Enemy Node]
    Scene --> Node3[Environment Node]
    Node1 --> Script1[GDScript]
    Node2 --> Script2[GDScript]

2.5 Game Mechanics

Game mechanics define:

  • how the player interacts
  • how the game responds
  • what actions are possible

Examples:

  • movement
  • scoring
  • collisions
  • health systems

Mechanics should support the purpose of the game.

Unit 3: Development Process & Iteration (AS92005)

3.1 The Game Development Process

Game development is iterative, not linear.

flowchart LR
    Plan --> Build --> Test --> Improve --> Plan

3.2 Iteration

Iteration means:

  • testing your game
  • identifying problems
  • making improvements
  • repeating the cycle

Iteration must be:

  • visible
  • documented
  • purposeful

3.3 Playtesting

Playtesting involves:

  • observing how others play your game
  • collecting feedback
  • identifying usability issues
flowchart TD
    Build --> Playtest
    Playtest --> Feedback
    Feedback --> Improvements

3.4 Managing Scope

Good games are:

  • achievable
  • stable
  • focused

Adding too many features often:

  • introduces bugs
  • reduces quality
  • weakens assessment outcomes

Unit 4: Reflection and Analysis (AS92007)

4.1 What Is Reflection?

Reflection explains:

  • what you did
  • why you did it
  • what changed
  • what you learned

Reflection is analysis, not storytelling.

4.2 Describing vs Analysing

Describing Analysing
What happened Why it happened
What I did Why I chose it
What changed Whether it improved the outcome

Excellence requires analysis, not just description.

4.3 Linking Decisions to Outcomes

Strong reflection:

  • links design decisions to player experience
  • explains the impact of changes
  • acknowledges limitations
flowchart LR
    Decision --> Change
    Change --> Outcome
    Outcome --> Evaluation

4.4 Using Evidence in Reflection

Good reflection refers to:

  • specific mechanics
  • specific changes
  • specific testing outcomes

Generic reflections are weak and risky.

How These Units Fit Together

flowchart TD
    Programming --> GameMechanics
    GameMechanics --> Iteration
    Iteration --> Reflection

Each unit builds on the previous one.

Final Notes

  • These notes support learning — they are not assessment answers
  • You are expected to apply these ideas in your own work
  • Being able to explain concepts matters as much as building outcomes

End of Course Notes