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
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.
1.2 Program Structure
Most programs follow a predictable structure:
- input
- processing
- output
In Python, this often includes:
- variables
- conditionals
- loops
- functions
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.
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
2.2 Core Game Components
Every game includes:
- player control
- game mechanics
- game state
- win/lose conditions
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)
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.
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
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
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
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
���������������������������