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AQA Computing Project Analysis Guide

The document outlines the systems analysis life cycle, detailing the stages of analysis, design, implementation, testing, and evaluation for a computing project. It specifies the AQA A level computing project requirements, including a breakdown of marks for each section and a proposed timeline for project completion. Additionally, it emphasizes the importance of SMART objectives and provides an example of developing a noughts and crosses game with AI functionality.

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0% found this document useful (0 votes)
13 views14 pages

AQA Computing Project Analysis Guide

The document outlines the systems analysis life cycle, detailing the stages of analysis, design, implementation, testing, and evaluation for a computing project. It specifies the AQA A level computing project requirements, including a breakdown of marks for each section and a proposed timeline for project completion. Additionally, it emphasizes the importance of SMART objectives and provides an example of developing a noughts and crosses game with AI functionality.

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cgpqd4d264
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Computing project:

Analysis and Design


Learning Objectives

Explain the systems analysis life cycle


Know the requirements for the AQA A level computing project for:
Analysis
Design
Systems Life Cycle
 The systems life cycle is the process of developing and creating new software from start to finish.
 The key stages that you need to know about are analysis, design, implementation, testing and
evaluation.

Analysis

Evaluate Design

Implementation
Test
AQA computing project
Marks breakdown for each section
AQA computing project is worth 20%
of the overall grade. Section Mark

Marked out of 75. Analysis 9


Design 12
Checklist for computing project is
Implementation
here: [Link] -Completeness 15
-Techniques Used 27

Testing 8
Evaluation 4
Total 75
Example Project time-line

Identify Problem/Investigation End of Summer Term Year 12


SMART objectives Start of Autumn Term Year 12
Draft Analysis Half Term Autumn Term
Draft Design End of Autumn Term
Implementation, Testing Half Term Spring Term
Completed project final deadline End of Spring Term
Analysis

Analysis

Section Marks
Analysis 9
Design 12
Evaluate Design
Implementation:
Completeness 15
Techniques used 27
Testing 8
Evaluation 4
Total 75
Implementation
Test
Analysis
Define the problem/investigation
Research other investigations / solutions that solve the problem
Define the user requirements – This needs to come through dialogue
with an end user. Arrange an interview
Explain your proposed solution
Identify the SMART objectives
Model the solution
Identify acceptable limitations
Modelling the solution
Determine what you need: which programming languages will you use,
what modules and libraries will you use, what data do you need? What
other resources do you need?
This needs to include a description of the data model, maths equations
and so on.
Determine whether the project is feasible
Develop a prototype – This is a basic version of the code that is
designed to be a proof of concept to test of the project.
Prototype

A prototype is the first version of the final product that you want to
create.
It is normally very basic but shows the critical components of the
system
It is often used to show clients
It highlights potential difficulties with the design and determines if
the project is feasible
At this stage you can still make changes to the design if necessary.
SMART objectives

SMART objectives are Specific, Measurable, Achievable, Realistic and


Timely
Not SMART: I Will learn the piano
SMART: I will achieve a grade 1 on the piano by December 31
Let us consider the objectives for creating an AI for Noughts and
Crosses
Noughts and crosses example objectives

Develop a noughts and crosses game that allows two users to play or a single user to
play against an AI
A GUI presents the user the option to have two player game or to play against an AI
A 3 by 3 grid is presented as a GUI, that the user can select the grid position for their
move.
The game can determine who the winner is or whether the game ends in a draw
The AI identifies the maximum probability of winning for each move
The AI needs to be trained by playing itself and storing the probabilities in a separate
json text file
Design

Analysis

Section Marks
Analysis 9
Design 12
Evaluate Design
Implementation:
Completeness 15
Techniques used 27
Testing 8
Evaluation 4
Total 75
Implementation
Test
Agile approach
The design must be good enough so that
others can implement your solution based on
your plans.
Design Implementation
There is no expectation to complete the
whole design section; an agile approach can
be used:
 The design is an iterative process and will be Testing

updated as the solution and the testing is


performed.
Design
 Overview of project
 Description of the algorithms
 Flow charts / Pseudocode
 GUI design
 Structure chart – allows you to design the modular structure
 UML diagrams (ie class structure diagrams)
 Abstract data types used: graphs, trees for instance
 Data structure
 File structure organisation
 Data model
 Database structure
 SQL queries
 ER diagrams
 Requirements
 What are the inputs
 What are the processes
 What are the outputs
 Hardware requirements (if relevant)

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