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Unit 4.47 Computer Programing

The document outlines a 4 activity computer programming unit. Learners will design a math program for children, developing it following a software development lifecycle. They will produce documentation, design documents, code the program, and test it, writing a report on the results.

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0% found this document useful (0 votes)
13 views

Unit 4.47 Computer Programing

The document outlines a 4 activity computer programming unit. Learners will design a math program for children, developing it following a software development lifecycle. They will produce documentation, design documents, code the program, and test it, writing a report on the results.

Uploaded by

husainnatheer
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Unit 4.

47 Computer Programing
Level 4 12 Credits
Related Qualifications

ATHE Level 4 Diploma in Computing (QCF)

Scenario

You are currently working for a computer software company and have been assigned a
project to design and develop a computer program, to help school children with maths
problems. You have been asked to come up with an innovative and creative program which
will allow children to solve different maths problems.

Activity 1

Before beginning the development of the program, your line manager has asked you to
provide a report which will help influence the decisions to be made when developing the
program.

The report should include a critical:

 evaluation of application programing interfaces (API)


 appraisal of the stages of the software development lifecycle

LO1, AC 1.1, 1.2

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Activity 2

Following your report your line manager has asked you to design a computer program to
solve maths problems for children ages 10-13 years of age. The programme should include
questions to answer and an appropriate interface. Produce:

 a plan of the program which explains the language constructs which are to be used
within the programme.
 A design for the computer program which meets the client brief using flow
design/algorithm and pseudo code.

LOs 1 and 2, AC 1.3, 2.1

Activity 3

Your line manager is happy with your work to date and has now asked you to develop the
computer program to the agreed brief.

Following your program flow design and pseudo code from Activity 2, develop the computer
program. Note any deviations from original design and annotate the code to explain the
language constructs that have been used.

LOs 1 and 2, AC 1.3 and 2.2

Activity 4

You will now need to test the program you have developed, using a number of tools and
techniques. You must analyse test results against expected results to identify discrepancies
and produce a report outlining the results of your tests including:

 test scenario
 expected results
 actual results
 pass/fail

The report must also include recommendations for improvements to the computer program
before final release to the client.

LO3, AC 3.1, 3.2, 3.3

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Guidelines for assessors

The assignments submitted by learners must achieve the learning outcomes and meet the
standards specified by the assessment criteria for the unit. The suggested evidence listed
below is how learners can demonstrate that they have met the required standards.

Activity LOs and AC Suggested evidence


number
1 LO1 The learner will produce a detailed report which provides
an evaluation of API interfaces and how these can be
AC 1.1, 1.2 used during computer programming. The learner will
also include an appraisal of the stages of software
development lifecycles and they could relate this to the
client brief.
2 Los 1 and 2 The learner will produce a plan for their program to meet
the design brief. Ideally they will produce an algorithm
AC 1.3 and 2.1 and/or pseudo code or flow diagram. This will clearly
outline the key stages in the development of the
program. The learner will explain the language
constructs that will be use in their program.
3 Los 1 and 2 The choice of programming language used for this task
should be decided in conjunction with the tutor. This will
AC1.3, 2.2 be influenced by the resources available and personal
preferences. The learner’s program should be clearly
annotated to show the language constructs that have
been used within the programme.
4 LO3 This task will need to follow the format as stated in the
task including necessary changes to the program. The
AC 3.1, 3.2, 3.3 learner will produce a test plan and they will test their
programme thoroughly. Any problems will be identified
and corrected. Screen shots should be taken to show
whether the elements have passed or failed the tests
and any actual results provided. Ideally these will be
pasted into a test table.

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