City of Dublin Education & Training Board. Programme Module for. Mobile Technologies. leading to. Level 6 FETAC. Mobile Technologies 6N0734

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1 City of Dublin Education & Training Board Programme Module for Mobile Technologies leading to Level 6 FETAC Version 3 1

2 Introduction This programme module may be delivered as a standalone module leading to certification in a FETAC minor award. It may also be delivered as part of an overall validated programme leading to a Level 6 FETAC Certificate. The teacher/tutor should familiarise themselves with the information contained in City of Dublin Education & Training Board s programme descriptor for the relevant validated programme prior to delivering this programme module. The programme module is structured as follows: 1. Title of Programme Module. FETAC Component Title and Code 3. Duration in hours 4. Credit Value of FETAC Component 5. Status 6. Special Requirements 7. Aim of the Programme Module 8. Objectives of the Programme Module 9. Learning Outcomes 10. Indicative Content 11. Assessment a. Assessment Technique(s) b. Mapping of Learning Outcomes to Assessment Technique(s) c. Guidelines for Assessment Activities 1. Grading 13. Learner Marking Sheet(s), including Assessment Criteria Integrated Delivery and Assessment The teacher/tutor is encouraged to integrate the delivery of content where an overlap between content of this programme module and one or more other programme modules is identified. This programme module will facilitate the learner to develop the academic and vocational language, literacy and numeracy skills relevant to the themes and content of the module. Likewise the teacher/tutor is encouraged to integrate assessment where there is an opportunity to facilitate a learner to produce one piece of assessment evidence which demonstrates the learning outcomes from more than one programme module. The integration of the delivery and assessment Version 3

3 of level 6 Communications and level 6 Mathematics modules with that of other level 6 modules is specifically encouraged, as appropriate. Indicative Content The indicative content in Section 10 does not cover all teaching possibilities. The teacher/tutor is encouraged to be creative in devising and implementing other approaches, as appropriate. The use of examples is there to provide suggestions. The teacher/tutor is free to use other examples, as appropriate. The indicative content ensures all learning outcomes are addressed but it may not follow the same sequence as that in which the learning outcomes are listed in Section 9. It is the teacher s/tutor s responsibility to ensure that all learning outcomes are included in the delivery of this programme module. Version 3 3

4 1. Title of Programme Module Mobile Technologies. Component Name and Code 3. Duration in Hours 150 Hours (typical learner effort, to include both directed and self directed learning) 4. Credit Value 15 Credits 5. Status This programme module may be compulsory or optional within the context of the validated programme. Please refer to the relevant programme descriptor, Section 9 Programme Structure 6. Special Requirements NONE 7. Aim of the Programme Module This programme module aims to equip the learner with the knowledge, skill and competence to configure, utilise and maintain mainstream mobile technologies and related devices 8. Objectives of the Programme Module To develop an awareness of current mobile infrastructures, hardware, operating systems, programming languages and development tools. To foster a critical understanding of the theory and practice of mobile application design. To facilitate the learner to apply theoretical knowledge of mobile application design into the practical process of assembling a functioning application that leverages the capability of the chosen platform to solve a defined business need. To assist the learner to develop the academic and vocational language, literacy and numeracy skills related to Mobile Technologies through the medium of the indicative content. To enable the learner to take responsibility for his/her own learning. Version 3 4

5 9. Learning Outcomes of Level 6 Learners will be able to: 1. Outline the evolution of mobile computing: i.e. network generations, mobile hardware / devices, memory, graphic user interface, technologies and applications. Demonstrate an understanding of the concepts and capabilities of mobile technologies, current operating systems, memory management, input/output, filing systems, and resource allocation 3. Differentiate between mainstream mobile infrastructures e.g. capabilities, platforms, hardware/devices, software and tools 4. Describe mobile communication techniques and network protocols, the characteristics and requirements of mobile applications considering the various network technologies and network topologies 5. Relate the concepts of object oriented programming (OOP) to mobile application development and utilise major mobile OOP tools and technologies e.g. device emulators and debuggers 6. Explain the principles involved in event driven programming and use these principles to design and program accessible mobile graphical user interfaces 7. Devise and implement a general configuration of network devices to include switches, routers, wireless in order to implement a mobile solution 8. Install the OOP development system and establish work flow procedures, incorporating user interface elements including basic elements such as graphics, touch screens, app widgets, persistent data structures, and write programs that leverage the device s sensors and networking facilities incorporating security requirements 9. Use an appropriate methodology to develop and deploy a simple mobile application to satisfy a given business use case using a mobile application development environment and demonstrating the employment of an appropriate development lifecycle incorporating testing strategies, distribution requirements and updating 10. Effectively contribute to the development of mobile applications / tools through the development lifecycle considering user requirements, technology selections, financial and environmental constraints 11. Determine a solution in a defined problem domain, specifying project parameters and requirements while adhering to a specified plan 1. Work effectively on a development project autonomously or as part of a project team, appreciating the different roles and responsibilities Version 3 5

6 10. Indicative Content This section provides suggestions for programme content but is not intended to be prescriptive. The programme module can be delivered through classroom based learning activities, group discussions, one-to-one tutorials, field trips, case studies, role play and other suitable activities, as appropriate. Section 1: Mobile Technology Awareness Learning Outcomes 1,, 3, A introduction to the brief history of mobile computing will be complimented by an review of current: mobile infrastructures e.g EDGE, GSM, 3G, 4G etc mobile operating systems e.g. Android, IOS, Windows phone, Ubuntu etc hardware e.g. phones, tablets, wearables development tools e.g. Android Studio, Xcode, Xamarin, PhoneGap programming languages e.g. Java, Swift, Objective C, C# markup languages e.g. XML, HTML5 communication techniques & protocols e.g. Wifi, Hotspots, Bluetooth, NFC Section : Mobile Device Networking Learning Outcome 7 Practice in the form of tutorial classes and lab time using network design tools. Using real or virtual network design tools the learner will devise and test a mobile network by configuring the various devices for example: mobile devices switches routers firewalls wireless access points Version 3 6

7 Learning Outcome 4 Facilitate the learner to describe mobile communication techniques and network protocols, the characteristic and requirements of mobile applications considering the various network technologies and network topologies by considering for example: The seven layers of the OSI Networking Model IP Addressing Data Encapsulation DHCP The purpose and benefits of Mobile IP Section 3: Mobile Application Design Learning Outcome 6 Mobile application design requires the use of prototyping tools for testing and appraising app functional and flow. Practice in the form of tutorial classes and lab time using appropriate design tools to enable the learner to design a specified app considering for example: GUI design & layout Navigation Interactions & events Gestures & ergonomics Transitions & animations Section 4: Mobile Application Development Version 3 7

8 Learning Outcomes 5, 8, 9, 10, 11, 1 Mobile Application Development requires knowledge of a range of development tools and debugging techniques for implementation. Practice in the form of tutorial classes and lab time on the relevant Integrated Development Environment (IDE) and object oriented programming language is required. The correct configuration of IDE application and simulator can be complemented with the Rapid Application Development of a mobile application demonstrating for example: GUI prototyping demonstrating use cases of the app. use of local and networked data stores for accessing content and media resources e.g. images, audio and video files. use of APIs for handling and accessing resources such as data, images, animations, audio & video. use of APIs for accessing and handling data such as location, rotation, force, temperature from the device, accelerometer and gyroscope. exploration of object oriented programming concepts for handling events and user interactions considering for example: classes, inheritance, interfaces, constructors, comments, attributes & methods completion of a design document detailing user requirements, hardware requirements, platform selection, application compatibility and possible future development. Version 3 8

9 11. Assessment 11a. Assessment Techniques Skills Demonstration 60% (Practical) Exam (Theory) 40% 11b. Mapping of Learning Outcomes to Assessment Techniques In order to ensure that the learner is facilitated to demonstrate the achievement of all learning outcomes from the component specification, each learning outcome is mapped to an assessment technique(s). This mapping should not restrict an assessor from taking an integrated approach to assessment. Learning Outcome Outline the evolution of mobile computing: i.e. network generations, mobile hardware / devices, memory, graphic user interface, technologies and applications Demonstrate an understanding of the concepts and capabilities of mobile technologies, current operating systems, memory management, input/output, filing systems, and resource allocation Differentiate between mainstream mobile infrastructures e.g. capabilities, platforms, hardware / devices, software and tools Describe mobile communication techniques and network protocols, the characteristic and requirements of mobile applications considering the various network technologies and network topologies Relate the concepts of object oriented programming (OOP) to mobile application development and utilise major mobile OOP tools and technologies e.g. device emulators and debuggers Explain the principles involved in event driven programming and use these principles to design and program accessible mobile graphical user interfaces Devise and implement a general configuration of network devices to include switches, routers, wireless in order to implement a mobile solution Install the OOP development system and establish work flow procedures, incorporating user interface elements including basic elements such as, graphics, touch screens, app widgets, persistent data structures, and write programs that leverage the device s sensors and networking facilities incorporating security requirements Use an appropriate methodology to develop and deploy a simple mobile application to satisfy a given business use case using a mobile application development environment and demonstrating the employment of an appropriate development lifecycle incorporating testing strategies, Assessment Technique Exam Exam Exam Exam Skills Demo Skills Demo/Exam Skills Demo Skills Demo Skills Demo Version 3 9

10 distribution requirements and updating Effectively contribute to the development of mobile applications /tools through the development lifecycle considering user requirements, technology selections, financial and environmental constraints Determine a solution in a defined problem domain, specifying project parameters and requirements while adhering to a specified plan Work effectively on a development project autonomously or as part of a project team, appreciating the different roles and responsibilities Skills Demo Skills Demo Skills Demo Version 3 10

11 11c. Guidelines for Assessment Activities The assessor is required to devise assessment briefs and marking schemes for the skills demonstrations. The assessor will also devise an examination paper, marking scheme and outline solutions for the theory examination. In devising the assessment briefs and examination paper, care should be taken to ensure that the learner is given the opportunity to show evidence of achievement of ALL the learning outcomes. Assessment briefs may be designed to allow the learner to make use of a wide range of media in presenting assessment evidence, as appropriate. Quality assured procedures must be in place to ensure the reliability of learner evidence. Skills Demonstrations 60% These assessments may be carried out within a reasonable time after the relevant programme content has been delivered over a period of 5 hours. Skills Demonstration 1: Mobile App GUI Design In skills demonstration 1 the learner will develop a GUI prototype for a mobile application to solve a defined problem. After considering the user requirements of the application the learner will create a GUI design & layout for the app that incorporates appropriate navigation controls, transitions and event handlers for the chosen device and platform. Evidence for this assessment may take the form of: A short requirements analysis document A prototype of the application allowing the user to navigate through the app and demonstrate the superficial triggering of basic events A short evaluation document reviewing of the effectiveness of the design All instructions for the learner must be clearly outlined in an assessment brief. Skills Demonstration : Mobile App Development In skills demonstration the learner will develop a functioning mobile application to solve a defined problem. After considering the user requirements of the application the learner will use Rapid Application Development techniques to build a functioning mobile application that allows the user to perform Version 3 11

12 various actions, for example: navigate through the application add, view, retrieve and update content access appropriate device resources for example contacts, camera, location Evidence for this assessment may take the form of: A requirements analysis document An app design document identifying for example the GUI design, programming classes, data stores and APIs required to build the application A functioning build of the application than runs in a simulator or on a device Testing report detailing the app functionality and reliability All instructions for the learner must be clearly outlined in an assessment brief. Skills Demonstration 3: Network Design and Configuration In skills demonstration 3 the learner will use real or virtual network design tools to devise and test a network configuration that takes into consideration the prevalence of mobile devices. The proposed solution should include details and functions of common network technologies for example: switches, routers, mobile devices and wireless access points. Evidence for this assessment may include for example: a design document detailing the solution screen capture of the configuration photographs of devices where appropriate All instructions for the learner must be clearly outlined in an assessment brief. Version 3 1

13 Examination - Theory 40% This assessment may be carried out within a reasonable time after the relevant programme content has been delivered. The examination should be 1 hour 30 minutes in duration. Section A: 10 Short Questions- Answer all questions Section B: Structured Questions- Answer both questions Structured questions are divided into a number of related parts and generally require the learner to demonstrate more in-depth knowledge and understanding of a topic. A theory-based examination will cover the following: the evolution of mobile computing: i.e. network generations, mobile hardware / devices, memory, graphic user interface, technologies and applications the concepts and capabilities of mobile technologies, current operating systems, memory management, input / output, filing systems, and resource allocation mainstream mobile infrastructures e.g. capabilities, platforms, hardware / devices, software and tools mobile communication techniques and network protocols, the characteristic and requirements of mobile applications considering the various network technologies and network topologies the principles involved in event driven programming and use these principles to design and program accessible mobile graphical user interfaces Evidence for this assessment technique may be presented in written or oral form (depending on accommodation required for learners with specific needs). Any audio, video or digital evidence must be provided in a suitable format. All instructions for the learner must be clearly outlined in an examination paper. Version 3 13

14 1. Grading Distinction: 80% - 100% Merit: 65% - 79% Pass: 50% - 64% Unsuccessful: 0% - 49% At levels 4, 5 and 6 major and minor awards will be graded. The grade achieved for the major award will be determined by the grades achieved in the minor awards. Version 3 14

15 Learner Marking Sheet 1 Skills Demonstrations 60% (Practical) Learner s Name: Learner s PPSN: Assessment Criteria Skills Demonstration 1 - Mobile App GUI Design Determine a solution in a defined problem domain, specifying project parameters and requirements while adhering to a specified plan Explain the principles involved in event driven programming and use these principles to design and program accessible mobile graphical user interfaces Maximum Mark 5 10 Subtotal 15 Skills Demonstration - Mobile App Development Install the OOP development system and establish work flow procedures, incorporating user interface elements including basic elements such as, graphics, touch screens, app widgets, persistent data structures, and write programs that leverage the device s sensors and networking facilities incorporating security requirements Relate the concepts of object oriented programming (OOP) to mobile application development and utilise major mobile OOP tools and technologies e.g. device emulators and debuggers Use an appropriate methodology to develop and deploy a simple mobile application to satisfy a given business use case using a mobile application development environment and demonstrating the employment of an appropriate development lifecycle incorporating testing strategies, distribution requirements and updating Work effectively on a development project autonomously or as part of a project team, appreciating the different roles and responsibilities Effectively contribute to the development of mobile applications /tools through the development lifecycle considering user requirements, technology selections, financial and environmental constraints Subtotal 35 Skills Demonstration 3 - Network Design and Configuration Devise and implement a general configuration of network devices to include 10 switches, routers, wireless in order to implement a mobile solution Subtotal 10 Total Mark 60 Learner Mark Assessor s Signature: Date: External Authenticator s Signature: Date: Version 3 15

16 Learner Marking Sheet Examination (Theory) 40% Learner s Name: Assessment Criteria Section A: Short answer questions Answer all Question No.:* Section B: Structured questions structured questions, answer (10 marks each) (Answer all) Question No.:* Learner s PPSN: Maximum Mark Subtotal Subtotal 0 Total Mark 40 Learner Mark Assessor s Signature: Date: Version 3 16

17 External Authenticator s Signature: Date: Version 3 17

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