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Games for SACE Program

SACE Integrated Programs

SACE Stage 1 - 30 credits,
SACE Stage 2 - 20 credits


This course provides students with the opportunity to meet the SACE literacy and numeracy requirements through engaging with and studying video games. They have the opportunity to further explore games in Stage 2 Pop Culture Studies. Students study four subjects.

Course Content
Assessment
Further Info
Pathways
Overview
Students study four subjects.

Essential English

SACE Stage 1 - 10 credits

Course Description
This course emphasises playing, interpreting and critically analysing a range of video games. Students explore common themes and issues in the gaming world. It also involves oral presentations and writing for a variety of audiences.

Course Content

  • Games in the Media
  • Themes in Video Games
  • Cyberpunk

Assessment
Responding to Texts 50%
Creating Texts (50%)

Essential English B

SACE Stage 1 - 10 credits

Course Description
This course also emphasises playing, interpreting and critically analysing a range of video games. Students continue to explore common themes and issues in the gaming world. Oral presentations and writing for a variety of audiences are also part of this subject.

Course Content
  • Superheroes and Origin Stories
  • The Hero's Journey
  • Game Advocacy
  • Themes in Video Games
Assessment
Responding to Texts 50%
Creating Texts (50%)
Further Info
This course runs in semester 2.

ESSENTIAL MATHEMATICS

SACE Stage 1 - 10 credits

Course Description
This course emphasises the study of mathematics in a video gaming context, including using data in context and statistics. Students undertake survey-based research and communicate mathematical data to a variety of audiences.

Course Content
  • Communicating Mathematical Information
  • Data in Context
  • Statistics
Assessment
Skills and Application Tasks 50%
Folio (50%)
Further Info
This course runs in semester 1.

Pop Culture Studies

Cross-disciplinary
SACE Stage 2 - 20 credits


Course Description
Students will use their interest in and consumption of popular culture - video games, anime and movies - to critically examine the impacts of popular culture on their lives and society in general.

Course Content
  • Fandom
  • Representation in Pop Culture
  • Media Production in the 21st Century
Students will also prepare for and participate in pop culture events such as the Adelaide Anime and Video Game Convention to build their capabilities.

Assessment

School Assessment
Practical Inquiry 30%
Connections (40%)

External Assessment
Personal Endeavour 30%

Pathways


Delivery


Pathways