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:
- Learn how programs work
- Apply those skills to game development
- Improve your work through testing and iteration
- 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