This document provides information and tasks for two units on a BTEC course in Creative Digital Media Production: Unit 14 on Writing for Digital Media Products and Unit 15 on Digital Games Testing. It outlines eight tasks for students to complete, including exploring writing styles and purposes, researching digital magazines, testing games for bugs, and producing articles for a digital games magazine. Deadlines for completing the tasks are also listed. Recommended reading materials on media studies and video games are provided to support students' work.
Harry Potter and the Deathly Hallows Part 2 Marketing Plantwoodsco07
During my Semester in LA at Raleigh Studios. Our instructor Bob Levin, asked each student to pick a film with a release date after June 1st. I chose to create a media plan for Harry Potter and the Deathly Hallows Part 2. One of my key objectives was to sustain the number one box office spot for more weeks than the previous Potter film. Mr. Levin found that very unique. Sue Kroll President, Worldwide Marketing for Warner Bros. advised me during production of this plan.
Harry Potter and the Deathly Hallows Part 2 Marketing Plantwoodsco07
During my Semester in LA at Raleigh Studios. Our instructor Bob Levin, asked each student to pick a film with a release date after June 1st. I chose to create a media plan for Harry Potter and the Deathly Hallows Part 2. One of my key objectives was to sustain the number one box office spot for more weeks than the previous Potter film. Mr. Levin found that very unique. Sue Kroll President, Worldwide Marketing for Warner Bros. advised me during production of this plan.
This file is the final report for the course Digital Content Retrieval (DCR) presented at Pavia University as Computer Engineering Master's course. The report explains the procedure for the development of a personal website and a video curriculum describing its development aspects using proper project management techniques. The source of the personal website and the video curriculum are available at https://github.com/kooroshsajadi/personal-website and https://vimeo.com/843032358?share=copy respectively.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Home assignment II on Spectroscopy 2024 Answers.pdf
Units 14,15 Assignment Brief
1. Page 1 of 14
BTEC First
Extended Certificate in
Creative Digital Media Production
Year 10
Unit 14: Writing for Digital Media Products
Unit 15: Digital Games Testing
Name: ...................................................................................................
Deadline: ...................................................................................................
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The Course
Welcome to the BTEC First Extended Certificate in Creative Digital Media Production. You will find this a practical, work-related course on which you will learn by completing projects and assignments based on realistic workplace situations, activities and demands.
We aim to help you to develop your creative and technical skills, as well as helping you to gain an understanding of the underlying theory of digital media production. In addition to learning about the employment area you have chosen, you will develop the skills needed to start a career in the media industry.
To do this, you will be required to produce a portfolio of practical productions supported by paperwork and theoretical research. To be successful in doing this, you will have to work both independently and within groups in a professional manner, showing yourself to be organised, resourceful, reliable, committed and being capable of meeting strict deadlines.
We hope that you will benefit from this challenging, yet rewarding course and that it will lead to you continuing your studies or eventually finding a job in the media industry.
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Your Responsibilities
You are expected to treat all equipment and accommodation with care.
You are NOT allowed to bring food, drink or chewing gum into work areas.
You may NOT use mobile phones while you are working, unless otherwise instructed.
NEVER allow other students or friends to use equipment booked out to you, and do not leave equipment unattended at any time. If it is damaged, lost or stolen, it is YOUR responsibility!
If you experience any problems with equipment, ask for help from your teacher. Do not try to repair equipment yourself.
Please remember
It is your responsibility to back up your work onto a memory stick at the end of every lesson. You are responsible for saving your work to the hard drive of the computer and the safekeeping of your original material. Please remember to take your memory stick at the end of every session, and only use the memory stick to transport work. All work should be backed-up on computer hard drives. You must provide a folder for each unit and bring it to every session. You will also be introduced to a referencing system to allow you to produce comprehensive bibliographies of the materials you have used in your study.
How to contact your teacher…
Telephone: 0208 498 1300
E-Mail: zchristodoulou@kshsonline.com
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Unit 14: Writing for Digital Media Products
Unit Introduction
In the digital age, the written word is as important as ever. It is a vital part of media communication and is used to inform, educate or entertain readers. Writing for digital media takes many forms as languages evolve and products develop. A writer must consider not only the product, but also, the audience they are addressing and the purpose of their written communication.
Writing for digital media means many things. It may mean drafting copy for an advert or leaflet. It may mean writing a script for a short film in an appropriate screenplay format that is recognised by the industry or it could mean writing articles for websites or computer game narratives. Whatever form it takes, it must use an appropriate mode of address. In this unit, you will learn to adapt your writing style to appeal to your intended audience. You will learn about writing for different products, while developing your writing skills to improve accuracy and clarity of expression.
When writing for digital media the same rules apply as when writing for traditional media. The use of accepted conventions and style of writing is important, as is the correct use of spelling, punctuation and grammar. All of these are essential if you are to provide the audience with material that is creative and engaging.
Learning Aims
In this unit, you will:
A – Explore types and styles of writing used in digital media
B – Produce written material for digital media
Learning Aims Content
A.1 – The written word in digital media
A.2 – The purpose of writing in digital media
A.3 – Types and styles in the written word
B.1 – Research for written materials
B.2 – Developing written materials
B.3 – Production of written material for digital media
B.4 – Storing written material
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Unit 15: Digital Games Testing
Unit Introduction
Did you know that some developers will employ low-level testers straight from school/college, which can be a foot in the door when trying to get into the games industry? Also, it is possible to get involved with the later stages of testing a game, known as the Beta Phase, by signing up for multiplayer versions of software prior to public release.
Every company in every industry is keen to ensure that the quality of their products and services is competitive and satisfactory to their customers. In the games industry there are in-house teams as well as entire companies devoted to the quality assurance (QA) of a game – to make sure it holds up against vigorous testing. As an inveterate player of games, you will no doubt have experienced several faults with commercial games at some point. The industry is in high demand and companies are pressured to release software on a tight deadline. Whilst a few bugs will slip through the net, it is imperative that the QA testing is executed thoroughly to prepare a game for the market as quickly, and with as few bugs, as possible.
With most platforms connected to the Internet, it is possible for developers to publish updates and patches that fix bugs that got past the QA testers. Nonetheless, the process of testing a game needs to be robust. Games are tested in various phases; typically, the Alpha stage is a finished game but with lots of bugs that need to be worked out by the development team, assisted by a smaller QA team. At Beta stage, the testing is given out to a full QA team or QA company to run bug reports to find errors in the game, which may include defects within the software, processes that impede the playing of the game, or visual glitches in the placement and rendering of the graphical assets. Sometimes Beta stage testing can involve general public volunteers, particularly on multiplayer games.
In this unit, you will find out about these test phases and understand the common errors and bugs associated with them.
Learning Aims
In this unit, you will:
A – Understand digital game testing
B – Produce a bug report using test techniques
Learning Aims Content
A.1 – Test phases for digital games
A.2 – Testing techniques
A.3 – Bugs
B.1 – Analysis and bug report
B.2 – Fixing bugs
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Assessment Criteria for Unit 14: Writing for Digital Media Products
Level 1 Level 2 Pass Level 2 Merit Level 2 Distinction
Learning aim A: Explore types and styles of writing used in digital media
1A.1 Identify the purpose of writing in an example of digital media.
2A.P1 Describe the purpose of writing in different examples of digital media products.
2A.M1 Explain the purpose of writing in different examples of digital media products from different sectors.
2A.D1 Evaluate the purposes of writing in different digital media products from different sectors.
1A.2 Outline the use of one style of writing used in a digital media product.
2A.P2 Describe two different writing styles used in one type of digital media product.
2A.M2 Compare two different writing styles used in different digital media products.
Level 1 Level 2 Pass Level 2 Merit Level 2 Distinction
Learning aim B: Produce written material for digital media
1B.3 Develop a basic concept for a written digital media product using limited research.
2B.P3 Develop an appropriate concept for a written digital media product using adequate research.
2B.M3 Develop a creative concept for a written digital media product using effective research.
2B.D2 Develop an imaginative concept for a written digital media product using comprehensive research.
1B.4 Produce basic written material for a digital media product.
2B.P4 Produce adequate written material for a digital media product using appropriate stylistic conventions.
2B.M4 Produce competent written material for different types of digital media product using appropriate stylistic conventions.
2B.D3 Produce creative written material for different digital media products using appropriate stylistic conventions.
1B.5 Produce basic written material for a digital media product with limited understanding of audience address.
2B.P5 Produce adequate, written material for a digital media product with three, appropriate modes of address.
2B.M5 Produce competent writing for a digital media product with three effective modes of address.
2B.D4 Produce creative writing for a digital media product with three effective modes of address.
1B.6 Demonstrate limited skills in storing written digital material.
2B.P6 Demonstrate adequate skills in storing written digital material.
2B.M6 Demonstrate competency in storing written digital material.
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Assessment Criteria for Unit 15: Digital Games Testing
Level 1 Level 2 Pass Level 2 Merit Level 2 Distinction
Learning aim A: Understand digital games testing
1A.1 Summarise the test phases of digital games.
2A.P1 Describe the different test phases of digital games.
2A.M1 Explain the different test phases of digital games, including the responsibilities of testers.
2A.D1 Discuss the structure of test phases for digital games, including the responsibilities of testers.
1A.2 Outline two software defects of digital games.
2A.P2 Describe the software defects associated with different test phases of digital games.
2A.M2 Explain the hardware errors and software defects associated with different test phases of digital games.
2A.D2 Analyse how hardware errors and software defects occur in each test phase of digital games.
1A.3 Summarise two testing techniques for digital games.
2A.P3 Describe the testing techniques for digital games.
2A.M3 Explain testing techniques for digital games with reference to specific examples.
Level 1 Level 2 Pass Level 2 Merit Level 2 Distinction
Learning aim A: Understand digital games testing
1B.4 Find a known bug in a section of a digital game.
2B.P4 Find an unknown bug in a section of a digital game.
2B.M4 Identify an unknown bug within a section of a digital game.
2B.D3 Explain unknown bugs through extensive testing of sections of a digital game.
1B.5 Produce a limited bug report that demonstrates a found error.
2B.P5 Produce an adequate bug report that demonstrates a found error.
2B.M5 Produce a competent bug report that demonstrates found errors.
2B.D4 Produce a comprehensive bug report that demonstrates found errors.
1B.6 Outline how to fix a known bug, using a bug report appropriately.
2B.P6 Describe how to fix found bugs using a bug report adequately.
2B.M6 Explain how to fix found bugs using a bug report effectively.
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The Brief
As an avid gamer, you will be testing several video games across a range of platforms and writing about the bugs and glitches that these games display.
You will be writing about them in your very own digital video games magazine – a magazine that you will produce using desktop publishing (DTP) software, which, when completed, can be distributed online.
This magazine will be aimed at a wide-ranging target audience (including a range of ages, genders and social classes). As there is such a wide-ranging target audience, you must ensure that the language and imagery used in the magazine suits their needs.
Vanellope von Schweetz, the “Glitch” from Wreck-It Ralph
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Tasks
Task 1 (14 = 1A.1, 2A.P1, 2A.M1, 2A.D1)
Create a slideshow that explains and evaluates the purpose of writing in digital advertisements and digital games magazines.
Things to consider with the purpose of writing in digital media:
To educate; to inform; to market a product; to entertain; to persuade; the target audience.
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Task 2 (14 = 1A.2, 2A.P2, 2A.M2)
Create a slideshow that compares the writing styles used in digital advertisements and digital games magazines.
Things to consider with the types and styles used in written word:
The types of written word (journalistic, web content, games content, audio or video scripting, advertising copy); the mode of address (formal, informal, authoritative, humorous, personal); the font styles (size, bold, italic, serif, sans serif, colour, themes, house style); the page style (page size, portrait, landscape, columns).
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Task 3 (14 = 1B.3, 2B.P3, 2B.M3, 2B.D2)
To help you expand your knowledge of writing reviews, and to prepare for your final product, you must conduct primary research into three different digital video games magazines and/or video games blogs, followed by a summary of your findings. The research can include any one, or a mix of, the following forms: focus groups, questionnaires and textual analyses.
Remember to create a separate bibliography that references your used sources.
Things to consider when analysing and discussing the digital magazines and/or blogs:
Purpose of product; target audience; mode of address; font style; page style.
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Task 4 (15 = 1A.1, 2A.P1, 2A.M1, 2A.D1)
Conduct research into the structure of test phases for digital games, including the responsibilities of testers. The research findings must then be summarised and discussed via a slideshow presentation. All research notes must be kept and evidenced in your folder.
Remember to create a separate bibliography that references your used sources.
Things to consider when discussing the test phases for digital games:
Pre-production phase; production phase; post-production phase (alpha phase and beta phase).
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Task 5 (15 = 1A.2, 2A.P2, 2A.M2, 2A.D2 / 1A.3, 2A.P3, 2A.M3)
Create a slideshow or an illustrated report that analyses how hardware errors and software defects occur in each test phase of digital games, followed by an explanation of what testing techniques can be used to find and resolve the bugs.
Things to consider when discussing the errors and testing techniques:
Compatibility issues; localisation issues; performance bugs; visual glitches.
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Task 6 (14 = 1B.3, 2B.P3, 2B.M3, 2B.D3) (15 = 1B.4, 2B.P4, 2B. M4, 2B.D3)
You are now ready to test several digital video games for bugs and glitches. You can bring in your own consoles and games for testing.
You must test three games, from three different consoles, with notes and pictures of the bugs that you have found.
All research notes must be kept and evidenced in your folder.
Things to consider for the testing information:
Name of tester; game title; time and date bug was found; level/scenario bug was found in; bug type; issue type (hardware or software); how bug can be resolved.
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Task 7 (14 = 1B.4, 2B.P4, 2B.M4, 2B.D3 / 1B.5, 2B.P5, 2B.M5, 2B.D4) (15 = 1B.5, 2B.P5, 2B.M5, 2B.D4 / 1B.6, 2B.P6, 2B.M6)
You are to produce three pages from your digital magazine that explain the various bugs found within your chosen games, as well as the steps that must be taken to correct the bugs. For each article, aim to use a different mode of address.
Things to consider when creating your magazine:
Target audience; mode of address; font style; page style.
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Task 8 (14 = 1B.6, 2B.P6, 2B.M6)
In order to demonstrate competency in storing your written digital material, you must take some screenshots of your digital files and folders. You must then print them, annotate them (by identifying what everything is) and place them in your unit folders. This may include screenshots of your files on your school drive, home PC or USB memory drive. You must also make sure that all of the notes and final work from this unit are filed neatly and appropriately in your unit folders.
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Recommended Reading
Key:
Author (year), Title (edition), Publisher.
ISBN
Branston and Stafford (2010) The Media Student’s Book (fifth edition), Routledge.
ISBN: 978-0-415-55842-6
Egenfeldt-Nielsen, Smith and Tosca (2012) Understanding Video Games (second edition), Routledge.
ISBN: 978-0-4158-9697-9
Long and Wall (2009) Media Studies: Texts, Production and Context, Pearson Education.
ISBN: 978-1-4058-5847-2
Turow (2011), Media Today (fourth edition), Routledge.
ISBN: 978-0-415-87608-7
Develop Magazine – www.develop-online.net
Edge Magazine – www.edge-online.com
IGN Entertainment – www.ign.com
The Games Industry – www.gamesindustry.biz
The Independent Games Developers’ Association – www.tiga.org
The Independent’s games site – http://www.independent.co.uk/life-style/gadgets-and-tech/gaming
The Internet Movie Database – www.imdb.com
The Market for Home Computing and Videogames – www.mcvuk.com
The Sector Skills Council for Creative Media – www.creativeskillset.org
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