Thursday 30 January 2014

Unit 15 - M2 & D2 Mobile Technology Suitability (Lesson 2)


Complete the table below towards M2 - Describe Mobile Technologies for Game Platforms.

Mobile Technology
Interface
Graphics processor
Memory
Display
Sound
Game Storage
Connectivity
Power
Ipad








Iphone








PS Vita








3DS








Samsung Galaxy S4








Galaxy Note









Create a report on the different mobile technologies for game platforms and how suitable they are for game play. Look at the mobile technologies used in different game platforms (specificity & handheld mobile). The technologies can be ones identified in the learning outcome of new technologies.

It is important for all technologies you comment on how they affect GAME PLAY and PLAYABILITY.

Mobile Platforms

• iPhones
• Blackberry
• Android phones
• Hybrid machines
• Cellular phones
• iPads

• Other

Thursday 23 January 2014

Task Deadline Unit 15 - P2 Hardware Technologies

Hand in date for P2 - Describe Hardware Technologies Used By Game Platforms

https://www.edmodo.com/post/198116215

Unit 1, Unit 2 & Unit 6 information

All information for these units can be found in the year 12 & 13 folders in the KS5 folder on FROG

http://frogserver/index.phtml?d=90845&&event=show_links:90845-1&arg_list=20610

Unit 1 - Communication & Employability Skills for ICT

http://frogserver/user/74/148213.pdf

Unit 2 - Information Systems

http://frogserver/user/74/153105.pdf

Unit 6 - E-Commerce

http://frogserver/user/74/153106.pdf

Assignment - http://frogserver/index.phtml?d=90845&&event=show_links:90845-1&arg_list=43639

Unit 15 - M2 & D2 Mobile Technology Suitability

Lesson Objectives

Describe mobile technologies (M2) & evaluate their suitability for game play (D2) 

Lesson Outcomes

Merit - Describe 3 mobile technologies for game platforms

Distinction - Evaluate the suitability of 5 mobile technologies for game play.

Create a report on the different mobile technologies for game platforms and how suitable they are for game play. Look at the mobile technologies used in different game platforms (specificity & handheld mobile). The technologies can be ones identified in the learning outcome of new technologies.

It is important for all technologies you comment on how they affect GAME PLAY and PLAYABILITY.


Mobile Platforms

• iPhones
• Blackberry
• Android phones
• Hybrid machines
• Cellular phones
• iPads

• Other

Add this to the report on hardware technologies for game play.


Playability
Playability is a term in video gaming jargon that is used to describe the ease by which the game can be played.
http://playability.askdefine.com/ 

FROG page http://frogserver/?d=207615

Mobile Technology
Interface
Graphics processor
Memory
Display
Sound
Game Storage
Connectivity
Power
Ipad








Iphone








PS Vita








3DS








Samsung Galaxy S4








Galaxy Note









Thursday 16 January 2014

Unit 15 - P2 Hardware Technologies (lesson 2)

NB You should aim to finish the P2 by the end of the double session today this will be x4 lessons on a pass task.

When describing the different hardware technologies for game platforms make sure to use examples of specific hardware and images if possible. Describe the technology then give specific examples of it's use in gaming platforms.

For example if talking about Game Storage...

UMD Universal Media Disc, state which platforms it was used in (PSP) and advantages or disadvantages of the technology. What other consoles was is used in?

File:UMD.jpg


Thursday 9 January 2014

Unit 15 - P2 Hardware Technologies

Learners will need to describe at least six of the hardware technologies identified in the teaching content for learning outcome 2 describing their features.


• human-computer interface e.g. devices; button configurations; user-centred, interactivity;
• processor (e.g. types; speed;)
• graphic processor (e.g. types; speed; pixels, polygons, nurbs)
• memory (e.g. capacity, RAM type, unified)
• display (e.g. built-in/external; colour/monochrome)
• sound (e.g. hardware (Cards and processors), mono/ stereo/3D/surround, memory)
• game storage e.g. medium (DVD, UMD), standard, size
• interfaces (e.g. paddle, wheel, joystick, 360 kinect, voice)
• mobile technologies (e.g. phones/smartphones, PSP, DS, iPad)
• connectivity (e.g. stand alone; controller ports; network, internet, wireless, Bluetooth)
• power supply (e.g. internal and external) 

Example

A learner might note, ‘The joystick is a widely recognised game peripheral. Joysticks give analogue output by rotating potentiometers. Analogue signals must be converted to digital for use by the game platform.’