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Credit Transferfor 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. The syllabuses have the same SCQF levels.2. The syllabuses have the similar credit values (or equivalent).3. The syllabuses are equivalent in terms of core skill coverage.4. The syllabuses relate to the same subject area and the main topics are common to both.5. The syllabuses present a similar level of cognitive demand.6. The syllabuses encompass similar skill-sets.7. The syllabuses are contemporary in terms of terminology, techniques and technology.8. 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 environmentOracle 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 DevelopmentThe 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 Programming1 credit at intermediate 2 (6 SCQF credit points at SCQF level 5)
FN8P 11: Gameplay1 credit at intermediate 2 (6 SCQF credit points at SCQF level 5)
Unit Code
Unit Title Communication numeracy ICT
Problem Solving Working with Others
Oral Written Using Graphical
Info
Using Number
Critical Thinking
Planning and
Organising
Reviewing and
EvaluatingF1K0 10
Computing: Programming in a high-level language - fundamentals
S S S S
FN8R 11
Games Programming
S S S E(5) S S
FN8P 11
Gameplay S S S S S S S
Mapping of Core Skills development to Units S = signposted, E = embedded
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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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 ([email protected]) or Dave Main ([email protected])
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 ([email protected])
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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 SQA Ref. No.
Credit Value
SCQF
Computing: Programming in a high-level language - fundamentals
F1K0 10 1 4
Games Programming FN8R 11 2 5
Gameplay FN8P 11 2 5
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Course Content Java Fundamentals
Java Fundamentals – Section 0
Lesson 1: Student Course ResourcesLesson 2: Course OutlineLesson 3: Course MapLesson 4: Curriculum Tour (MP4 File)Lesson 5: Software Installation Instructions
Java Fundamentals – Section 1
Lesson 1: WelcomeLesson 2: Introduction
Java Fundamentals – Section 2
Lesson 1: Get Started with AliceLesson 2: Add and Position ObjectsLesson 3: Use Procedures and ArgumentsLesson 4: Add Rotation and RandomizationLesson 5: Declare ProceduresLesson 6: Use Control StatementsLesson 7: Use FunctionsLesson 8: Use the IF and WHILE Control StructureLesson 9: Use ExpressionsLesson 10: Use VariablesLesson 11: Use Keyboard ControlsLesson 12: Develop a Complete AnimationLesson 13: Correlating Java Variables, Data Types, and Expressions with Alice 3 ToolsLesson 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 GreenfootLesson 2: Using Methods, Variables and ParametersLesson 3: Working with Source Code and DocumentationLesson 4: Developing and Testing an ApplicationLesson 5: Using Randomization and Understanding Dot Notation and ConstructorsLesson 6: Defining MethodsLesson 7: Using Sound and Keyboard ControlLesson 8: Creating a World, Animation Actors and Ending a GameLesson 9: Understanding AbstractionLesson 10: Using Loops, Variables and StringsLesson 11: Putting it all Together with GreenfootLesson 12: Creating an Inventory of Java Fundamentals
Java Fundamentals – Section 4
Lesson 1: Compiling with Eclipse – A First ProgramLesson 2: Using Object Classes and Driver ClassesLesson 3: Programming with Data Types and OperatorsLesson 4: Using Strings
Java Fundamentals – Section 5
Lesson 1: Using Scanner and Conditional StatementsLesson 2: Using Program Control Statements
Java Fundamentals – Section 6
Lesson 1: Using ArraysLesson 2: Sorting and SearchingLesson 3: Handling Errors
Java Fundamentals – Section 7
Lesson 1: Creating Classes, Objects, and MethodsLesson 2: Passing Objects and Overloading MethodsLesson 3: Understanding Recursion, Static Modifier, and Nested ClassesLesson 4: Understanding InheritanceLesson 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 PublicLesson 4: Leaders in Information TechnologyLesson 5: Creating a Career PortfolioLesson 6: Interests, Skills, and AchievementsLesson 7: Work Experience and Community InvolvementLesson 8: Creating a ResumeLesson 9: The Changing Nature of the Job MarketLesson 10: Searching for a JobLesson 11: Written CommunicationLesson 12: InterviewingLesson 13: NetworkingLesson 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
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
Section 0
Lesson 5: Software Installation Instructions
Section 1
Lesson 2: Introduction
Section 3
Lesson 4: Developing and Testing an ApplicationLesson 12: Creating an Inventory of Java Fundamentals
Outcome 2: Identify the various Introduction to Computer Science and Business
2 Supplemental material will be required here to cover additional paradigms (i.e. non OOP paradigms).3 Supplemental material will be required here to cover the interpreted programming languages Oracle Academy Credit Transfer Updated March 2014
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components used in constructing computer programs.
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 ArgumentsLesson 5: Declare ProceduresLesson 6: Use Control StatementsLesson 7: Use FunctionsLesson 8: Use the IF and WHILE Control StructureLesson 9: Use ExpressionsLesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 ToolsLesson 13: Correlating Java Variables, Data Types, and Expressions with Alice 3 ToolsLesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools
Section 3
Lesson 1: Getting Started with GreenfootLesson 2: Using Methods, Variables and ParametersLesson 3: Working with Source Code and DocumentationLesson 5: Using Randomization and Understanding Dot Notation and ConstructorsLesson 6: Defining MethodsLesson 8: Creating a World, Animation Actors and Ending a GameLesson 10: Using Loops, Variables and StringsLesson 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 MethodsLesson 2: Passing Objects and Overloading MethodsLesson 3: Understanding Recursion, Static Modifier, and Nested ClassesLesson 4: Understanding InheritanceLesson 5: Understanding Polymorphism
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Outcome 3: Use structured techniques in program design.
Java Fundamentals
Identify various structured techniques.
Describe the advantages of structured techniques
Implement a program design for a given problem.
Section 2
Lesson 5: Declare Procedures
Section 3
Lesson 4: Developing and Testing an ApplicationLesson 12: Creating an Inventory of Java Fundamentals
Outcome 4: Create a software program for a given problem.
Java Fundamentals
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 ArgumentsLesson 4: Add Rotation and RandomizationLesson 5: Declare ProceduresLesson 6: Use Control StatementsLesson 7: Use FunctionsLesson 8: Use the IF and WHILE Control StructureLesson 9: Use ExpressionsLesson 10: Use VariablesLesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot Notation and ConstructorsLesson 6: Defining MethodsLesson 7: Using Sound and Keyboard ControlLesson 8: Creating a World, Animation Actors and Ending a GameLesson 9: Understanding AbstractionLesson 10: Using Loops, Variables and StringsLesson 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
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.
Section 2
Lesson 3: Use Procedures and ArgumentsLesson 5: Declare ProceduresLesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and DocumentationLesson 12: Creating an Inventory of Java Fundamentals
Section 4
Lesson 1: Compiling with Eclipse – A First ProgramLesson 2: Using Object Classes and Driver Classes
Outcome 2: Identify and apply a range of games programming techniques.
Java Fundamentals
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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.
Section 2
Lesson 2: Add and Position ObjectsLesson 3: Use Procedures and ArgumentsLesson 4: Add Rotation and RandomizationLesson 5: Declare ProceduresLesson 6: Use Control StatementsLesson 7: Use FunctionsLesson 8: Use the IF and WHILE Control StructureLesson 9: Use ExpressionsLesson 10: Use VariablesLesson 11: Use Keyboard ControlsLesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot Notation and ConstructorsLesson 6: Defining MethodsLesson 7: Using Sound and Keyboard ControlLesson 8: Creating a World, Animation Actors and Ending a GameLesson 9: Understanding AbstractionLesson 10: Using Loops, Variables and StringsLesson 11: Putting it all Together with Greenfoot
Section 4
Lesson 2: Using Object Classes and Driver ClassesLesson 3: Programming with Data Types and OperatorsLesson 4: Using Strings
Section 6
Lesson 1: Using ArraysLesson 2: Sorting and Searching
Section 7
Lesson 1: Creating Classes, Objects, and Methods
Outcome 3: Create a working game demonstration using a recognised programming language.
Java Fundamentals
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Design and demonstrate a game concept.
Produce a working game demo using a combination of pre-created segments of code and original coding.
Evaluate and demonstrate the game demo.
Section 2
Lesson 5: Declare ProceduresLesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and DocumentationLesson 11: Putting it all Together with GreenfootLesson 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
Identify game characteristics. Describe the characteristics of a
game from observation of gameplay.
Compile and present main findings.
Section 1
Lesson 2: Introduction
Section 3
Lesson 8: Creating a World, Animation Actors and Ending a GameLesson 11: Putting it all Together with Greenfoot
Outcome 2: Produce a modification document for a game.
Java Fundamentals
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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.
Section 1
Lesson 2: Introduction
Section 3
Lesson 12: Creating an Inventory of Java Fundamentals
Outcome 3: Test a game with modified game characteristics.
Java Fundamentals
Modify and test a game in line with modification document.
Evaluate testing activity. Compile and present findings of
the test.
Section 1
Lesson 2: Introduction
Section 3
Lesson 3: Working with Source Code and DocumentationLesson 4: Developing and Testing an ApplicationLesson 11: Putting it all Together with GreenfootLesson 12: Creating an Inventory of Java Fundamentals
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