Texas Administrative Code
Title 19 - EDUCATION
Part 2 - TEXAS EDUCATION AGENCY
Chapter 127 - TEXAS ESSENTIAL KNOWLEDGE AND SKILLS FOR CAREER DEVELOPMENT AND CAREER AND TECHNICAL EDUCATION
Subchapter O - SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS
Section 127.767 - Game Programming and Design (One Credit)
Universal Citation: 19 TX Admin Code ยง 127.767
Current through Reg. 49, No. 38; September 20, 2024
(a) General requirements. Students shall be awarded one credit for successful completion of this course. Prerequisite: Algebra I. This course is recommended for students in Grades 9-12.
(b) Introduction.
(1) Career and technical education
instruction provides content aligned with challenging academic standards and
relevant technical knowledge and skills for students to further their education
and succeed in current or emerging professions.
(2) The Science, Technology, Engineering, and
Mathematics (STEM) Career Cluster focuses on planning, managing, and providing
scientific research and professional and technical services, including
laboratory and testing services, and research and development
services.
(3) Game Programming and
Design will foster student creativity and innovation by presenting students
with opportunities to design, implement, and present meaningful programs
through a variety of media. Students will collaborate with one another, their
instructor, and various electronic communities to solve gaming problems.
Through data analysis, students will include the identification of task
requirements, plan search strategies, and use programming concepts to access,
analyze, and evaluate information needed to design games. By acquiring
programming knowledge and skills that support the work of individuals and
groups in solving problems, students will select the technology appropriate for
the task, synthesize knowledge, create solutions, and evaluate the results.
Students will learn digital citizenship by researching current laws and
regulations and by practicing integrity and respect. Students will create a
computer game that is presented to an evaluation panel. The six strands include
creativity and innovation; communication and collaboration; research and
information fluency; critical thinking; problem solving, and decision making;
digital citizenship; and technology operations and concepts.
(4) Students are encouraged to participate in
extended learning experiences such as career and technical student
organizations and other leadership or extracurricular organizations.
(5) Statements that contain the word
"including" reference content that must be mastered, while those containing the
phrase "such as" are intended as possible illustrative examples.
(c) Knowledge and skills.
(1) Creativity and innovation. The student
develops products and generates new understanding by extending existing
knowledge. The student is expected to:
(A)
understand the basic game design elements, including conceptual ideas,
storyline, visualization, storyboard, game effects, sound elements, game play,
game controls, and player tutorial;
(B) create a design concept
document;
(C) create a
storyboard;
(D) demonstrate an
understanding of the fundamentals of game art, including the look and feel,
graphics coordinate system, basics of color, and color palettes;
(E) use bitmap graphics images, including
designing, creating, reading, and manipulating images;
(F) create backgrounds, including solid,
image, and tiled backgrounds;
(G)
write programs creating images using geometric shapes;
(H) create games using sprites by evaluating
the role of sprites, creating sprites, and managing sprites;
(I) create programs using sprite
sheets;
(J) demonstrate an
understanding of image rendering, including transparency, refresh rate,
hardware acceleration, and animation;
(K) find, create, and edit game audio sound
effects and music; and
(L)
implement game sound mechanics, including playing, pausing, and
looping.
(2)
Communication and collaboration. The student communicates and collaborates with
peers to contribute to his or her own learning and the learning of others. The
student is expected to:
(A) design and
implement procedures to set timelines for, track the progress of, and evaluate
a game product;
(B) seek and
respond to input from peers and professionals in evaluating a game
project;
(C) demonstrate knowledge
and appropriate use of operating systems, program development tools, and
networking resources;
(D) use
network resources to acquire, organize, maintain, and evaluate
information;
(E) collaborate to
research the business of games, including the roles of developer, marketing,
publisher, and retail sales; and
(F) demonstrate an understanding of and
evaluate online technology, including online interaction and massive
multiplayer games.
(3)
Research and information fluency. The student locates, analyzes, processes, and
organizes data. The student is expected to:
(A) play board games to research and collect
game play data;
(B) evaluate,
analyze, and document game styles and playability; and
(C) research the dramatic elements in games,
including kinds of fun, player types, and nonlinear storytelling.
(4) Critical thinking, problem
solving, and decision making. The student uses appropriate strategies to
analyze problems and design algorithms. The student is expected to:
(A) demonstrate an understanding of the game
design process, including generating ideas, brainstorming, and paper
prototyping;
(B) write programs
using variables of different data types;
(C) evaluate game rules and
instructions;
(D) demonstrate an
understanding of the user experience by comparing rules and game-play
patterns;
(E) write game rules and
instructions;
(F) develop game
software;
(G) write computer game
code, resolve game defects, and revise existing game code; and
(H) test a finished game product by
implementing sound testing techniques.
(5) Digital citizenship. The student explores
and understands safety, legal, cultural, and societal issues relating to the
use of technology and information. The student is expected to:
(A) explore intellectual property, privacy,
sharing of information, copyright laws, and software licensing
agreements;
(B) model ethical
acquisition and use of digital information;
(C) demonstrate proper digital etiquette when
using networks, responsible use of software, and knowledge of acceptable use
policies;
(D) model respect of
intellectual property, including manipulating graphics, morphing graphics,
editing graphics, and editing sound;
(E) discuss and evaluate the social issues
surrounding gaming; and
(F)
evaluate the cultural aspects of game design fundamentals, including rationale
for games and types of games.
(6) Technology operations and concepts. The
student understands technology concepts, systems, and operations as they apply
to game programming. The student is expected to:
(A) identify basic game components, including
the game engine, game play subsystems, data structures, models, and
interfaces;
(B) generate random
numbers in a program;
(C) create a
program implementing conditional statements;
(D) develop an appropriate data
model;
(E) demonstrate an
understanding of and apply object-oriented game programming;
(F) demonstrate an understanding of game
programming essentials, including event-driven programming, communicating with
messages, and device management;
(G) demonstrate an understanding of the role
of game events, the animation loop, and game timing;
(H) demonstrate an understanding of the role
of game engines;
(I) demonstrate an
understanding of video display flicker and double buffering;
(J) apply basic game screen design and
layout, including visual controls, user interfaces, menus, and
options;
(K) use game control
design to understand, access, and control input devices, including keyboard,
mouse, and joystick;
(L)
demonstrate an understanding of and apply game animation, including the
principles of animation and frame-based animation;
(M) demonstrate an understanding of decision
making and types of decisions;
(N)
demonstrate an understanding of game events, including listeners, triggers, and
timed events;
(O) demonstrate an
understanding of and implement collision detection, including bounding boxes
and sprite collisions;
(P)
implement a tile-based game, including loading tile maps, drawing tile maps,
rendering a tile map, and layering sprites;
(Q) demonstrate an understanding of
artificial intelligence and develop and implement artificial
intelligence;
(R) demonstrate an
understanding of game balance and tuning; and
(S) demonstrate an understanding of player
progression, including leveling, linear progression, and maintaining high score
data.
Disclaimer: These regulations may not be the most recent version. Texas may have more current or accurate information. We make no warranties or guarantees about the accuracy, completeness, or adequacy of the information contained on this site or the information linked to on the state site. Please check official sources.
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