Credit Transfer
for OracleAcademy 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.

Introduction

The OracleAcademy, 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 environment

Oracle 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 Development

The OracleAcademy courses can only be delivered by institutions that have put staff members through the intensive training programme offered annually by the Oracle Corporation.

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 4[1])

FN8R 11: Games Programming

1 credit at intermediate 2 (6 SCQF credit points at SCQF level 5)

FN8P 11: Gameplay

1 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 Evaluating
F1K0 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

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 () or Dave Main ()

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 ()

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 GC8R45

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 JavaFundamentals 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

Course Content Java Fundamentals

Java Fundamentals – Section 0

Lesson 1: Student Course Resources

Lesson 2: Course Outline

Lesson 3: Course Map

Lesson 4: Curriculum Tour (MP4 File)

Lesson 5: Software Installation Instructions

Java Fundamentals – Section 1

Lesson 1: Welcome

Lesson 2: Introduction

Java Fundamentals – Section 2

Lesson 1: Get Started with Alice

Lesson 2: Add and Position Objects

Lesson 3: Use Procedures and Arguments

Lesson 4: Add Rotation and Randomization

Lesson 5: Declare Procedures

Lesson 6: Use Control Statements

Lesson 7: Use Functions

Lesson 8: Use the IF and WHILE Control Structure

Lesson 9: Use Expressions

Lesson 10: Use Variables

Lesson 11: Use Keyboard Controls

Lesson 12: Develop a Complete Animation

Lesson 13: Correlating Java Variables, Data Types, and Expressions with Alice 3 Tools

Lesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools

Java Fundamentals – Section 3

Lesson 1: Getting Started with Greenfoot

Lesson 2: Using Methods, Variables and Parameters

Lesson 3: Working with Source Code and Documentation

Lesson 4: Developing and Testing an Application

Lesson 5: Using Randomization and Understanding Dot Notation and Constructors

Lesson 6: Defining Methods

Lesson 7: Using Sound and Keyboard Control

Lesson 8: Creating a World, Animation Actors and Ending a Game

Lesson 9: Understanding Abstraction

Lesson 10: Using Loops, Variables and Strings

Lesson 11: Putting it all Together with Greenfoot

Lesson 12: Creating an Inventory of Java Fundamentals

Java Fundamentals – Section 4

Lesson 1: Compiling with Eclipse – A First Program

Lesson 2: Using Object Classes and Driver Classes

Lesson 3: Programming with Data Types and Operators

Lesson 4: Using Strings

Java Fundamentals – Section 5

Lesson 1: Using Scanner and Conditional Statements

Lesson 2: Using Program Control Statements

Java Fundamentals – Section 6

Lesson 1: Using Arrays

Lesson 2: Sorting and Searching

Lesson 3: Handling Errors

Java Fundamentals – Section 7

Lesson 1: Creating Classes, Objects, and Methods

Lesson 2: Passing Objects and Overloading Methods

Lesson 3: Understanding Recursion, Static Modifier, and Nested Classes

Lesson 4: Understanding Inheritance

Lesson 5: Understanding Polymorphism

Java Fundamentals – Appendix A Self Study Guides

Lesson 1: What's in Your Future?

Lesson 2: What is a Consultant?

Lesson 3: Speaking in Public

Lesson 4: Leaders in Information Technology

Lesson 5: Creating a Career Portfolio

Lesson 6: Interests, Skills, and Achievements

Lesson 7: Work Experience and Community Involvement

Lesson 8: Creating a Resume

Lesson 9: The Changing Nature of the Job Market

Lesson 10: Searching for a Job

Lesson 11: Written Communication

Lesson 12: Interviewing

Lesson 13: Networking

Lesson 14: Cyber Security

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: Identifythe 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 Application
Lesson 12: Creating an Inventory of Java Fundamentals
Outcome 2: Identify the various components used in constructing computer programs. / Introduction to Computer Science and Business
  • 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 Arguments
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools
Lesson 13: Correlating Java Variables, Data Types, and Expressions with Alice 3 Tools
Lesson 14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools
Section 3
Lesson 1: Getting Started with Greenfoot
Lesson 2: Using Methods, Variables and Parameters
Lesson 3: Working with Source Code and Documentation
Lesson 5: Using Randomization and Understanding Dot Notation and Constructors
Lesson 6: Defining Methods
Lesson 8: Creating a World, Animation Actors and Ending a Game
Lesson 10: Using Loops, Variables and Strings
Lesson 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 Methods
Lesson 2: Passing Objects and Overloading Methods
Lesson 3: Understanding Recursion, Static Modifier, and Nested Classes
Lesson 4: Understanding Inheritance
Lesson 5: Understanding Polymorphism
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 Application
Lesson 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 Arguments
Lesson 4: Add Rotation and Randomization
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 10: Use Variables
Lesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot Notation and Constructors
Lesson 6: Defining Methods
Lesson 7: Using Sound and Keyboard Control
Lesson 8: Creating a World, Animation Actors and Ending a Game
Lesson 9: Understanding Abstraction
Lesson 10: Using Loops, Variables and Strings
Lesson 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
Section 7
Lesson 1: Creating Classes, Objects, and Methods

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 Arguments
Lesson 5: Declare Procedures
Lesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and Documentation
Lesson 12: Creating an Inventory of Java Fundamentals
Section 4
Lesson 1: Compiling with Eclipse – A First Program
Lesson 2: Using Object Classes and Driver Classes
Outcome 2: Identify and apply a range of games programming techniques. / Java Fundamentals
  • 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 Objects
Lesson 3: Use Procedures and Arguments
Lesson 4: Add Rotation and Randomization
Lesson 5: Declare Procedures
Lesson 6: Use Control Statements
Lesson 7: Use Functions
Lesson 8: Use the IF and WHILE Control Structure
Lesson 9: Use Expressions
Lesson 10: Use Variables
Lesson 11: Use Keyboard Controls
Lesson 12: Develop a Complete Animation
Section 3
Lesson 5: Using Randomization and Understanding Dot Notation and Constructors
Lesson 6: Defining Methods
Lesson 7: Using Sound and Keyboard Control
Lesson 8: Creating a World, Animation Actors and Ending a Game
Lesson 9: Understanding Abstraction
Lesson 10: Using Loops, Variables and Strings
Lesson 11: Putting it all Together with Greenfoot
Section 4
Lesson 2: Using Object Classes and Driver Classes
Lesson 3: Programming with Data Types and Operators
Lesson 4: Using Strings
Section 6
Lesson 1: Using Arrays
Lesson 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
  • 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 Procedures
Lesson 12: Develop a Complete Animation
Section 3
Lesson 3: Working with Source Code and Documentation
Lesson 11: Putting it all Together with Greenfoot
Lesson 12: Creating an Inventory of Java Fundamentals

Appendix Centre Advice – Mapping Detail to Gameplay (FN8P 11)