COURSE PROCEDURE FOR MATH AND PHYSICS FOR GAME
DEVELOPMENT
Student Level:
This course is open to students on the college level in either Freshman or
Sophomore year.
Prerequisites:
N one
Controlling Purpose:
This course is de signed to introduce students to the mathematics and physics
involved in game
development and computer animation.
Learner Outcomes:
The student will gain an understanding of how to incorporate mathematics and
physics in game
development and animation.
Units Outcomes and Clock Hours of Instruction for Core
Curriculum:
The fol lowing out line defines the minimum core content not including the
final examination period.
Instructors may add other material as time allows.
Evaluation Key:
A = All major and minor goals have been achieved and the
achievement level is considerably
above the minimum required for doing more advanced work in the same field
B = All major goals have been achieved, but the student
has failed to achieve some of the less
important goals. However, the student has progressed to the point where the
goals of
work at the next level can be easily achieved.
C = All major goals have been achieved, but many of the
minor goals have not been achieved.
In this grade range, the minimum level of proficiency re presents a person who
has
achieved the major goals to the minimum amount of prepa ration necessary for
taking
more advanced work in the same field, but without any major handicap of
inadequacy in
his background.
D = A few of the major goals have been achieved, but the
student’s achievement is so limited
that he is not well prepared to work at a more advanced level in the same field.
F = Failing, will be computed in GPA and hours attempted.
N = No instruction or training in this area.