2019 – 2020
Florida Department of Education
Curriculum Framework 

Program Title:	Modeling Simulation Production
Program Type:	Career Preparatory
Career Cluster:	Information Technology

Career Certificate Program 	
Program Number	Y500200	
CIP Number	0511080402	
Grade Level	30, 31 	
Standard Length	1500 hours	
Teacher Certification	Refer to the Program Structure section.	
CTSO	Phi Beta Lambda
BPA	
SOC Codes (all applicable) 	15-1199 – Computer Occupations, All Other 
15-1132 – Software Developers, Applications
15-1131– Computer Programmer	
CTE Program Resources 	http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml	
Basic Skills Level	Mathematics:	10
Language:	10
Reading: 	10	

Purpose

The Modeling and Simulation program offers a sequence of courses that provides coherent and rigorous content aligned with challenging academic standards and relevant technical knowledge and skills needed to prepare for further education and careers in the Information Technology career cluster and the expansive employment opportunities in the field of Modeling and Simulation. This course provides technical skill proficiency and includes competency-based applied learning through the use of hands-on labs and the development of a multi-year portfolio.   Students will build academic knowledge, enhance higher-order reasoning and problem-solving skills, develop leadership and collaboration abilities and refine general employability and occupation-specific skills.

The content includes but is not limited to practical experiences in modeling and simulation conceptualization, design, storyboarding, development methodologies, essential programming techniques, prototype development, production processes and implementation challenges. Science, Computer Programming and Math are embedded throughout the program to emphasize the relationship between these areas and the field of Modeling and Simulation.  To further enrich this course sequence it is recommended students take a sequence of electives in either visual arts, computer arts, or digital arts including but not limited to Computer Programming, Web Design, Gaming and Animation, Robotics and/or Geospatial/Geographic Information Systems Technology.

Additional Information relevant to this Career and Technical Education (CTE) program is provided at the end of this document.

Program Structure

This program is a planned sequence of instruction consisting of six occupational completion points.

This program is comprised of courses which have been assigned course numbers in the SCNS (Statewide Course Numbering System) in accordance with Section 1007.24 (1), F.S. Career and Technical credit shall be awarded to the student on a transcript in accordance with Section 1001.44(3)(b), F.S.

To teach the courses listed below, instructors must hold at least one of the teacher certifications indicated for that course.

The following table illustrates the postsecondary program structure:

OCP	Course Number	Course Title	Teacher Certification	Length	SOC Code	
A	CTS0770	Modeling & Simulation Technician	COMPU SCI  6
ENG&TEC ED1@2
TEC ED 1 @2 
ENG 7G
ENG TECH 7G
INFO TECH 7G
COMP PROG 7G
ROBOTICS 7G
BUS ED  1 @2
TV PRO TEC @7 7G
COMM ART @ 7 7G	150 hours	15-1199	
B	CTS0776	Modeling & Simulation Programmer I		300 hours	15-1131	
C	CTS0777	Modeling & Simulation Programmer II		300 hours	15-1131	
D	CTS0778	Modeling & Simulation Advanced Programmer		300 hours	15-1131	
E	CTS0774	Modeling & Simulation Developer		450 hours	15-1132	

Common Career Technical Core – Career Ready Practices

Career Ready Practices describe the career-ready skills that educators should seek to develop in their students. These practices are not exclusive to a Career Pathway, program of study, discipline or level of education. Career Ready Practices should be taught and reinforced in all career exploration and preparation programs with increasingly higher levels of complexity and expectation as a student advances through a program of study. 

1. Act as a responsible and contributing citizen and employee. 

2. Apply appropriate academic and technical skills. 

3. Attend to personal health and financial well-being. 

4. Communicate clearly, effectively and with reason. 

5. Consider the environmental, social and economic impacts of decisions. 

6. Demonstrate creativity and innovation. 

7. Employ valid and reliable research strategies. 

8. Utilize critical thinking to make sense of problems and persevere in solving them. 

9. Model integrity, ethical leadership and effective management. 

10. Plan education and career path aligned to personal goals. 

11. Use technology to enhance productivity. 

12. Work productively in teams while using cultural/global competence. 

Standards

After successfully completing this program, the student will be able to perform the following: 

01.0     Demonstrate an understanding of essential modeling and simulation terms by using them as they relate to specific careers requiring modeling and simulation skills and knowledge.
02.0     Demonstrate information fluency using emerging research techniques and technology.
03.0     Demonstrate a knowledge of the information technology industry, the history of computers including their components and functionality, as they relate to Modeling and Simulation.
04.0     Explain intelligent systems as they relate to modeling, simulation and data analysis.
05.0     Demonstrate knowledge of different operating systems
06.0     Explore software evolution and lifecycle as it relates to modeling and simulation.
07.0     Understand the production process of modeling, simulation and entertainment.
08.0     Understand the implications of intellectual property rights, copyright laws and plagiarism on creative assets.
09.0     Demonstrate production use of high-end Game Engines.
10.0     Categorize the different gaming genres.
11.0     Describe the game development life cycle.
12.0     Develop a game design document.
13.0     Identify gameplay elements and their characteristics.
14.0     Explore the methods used to create and sustain player immersion.
15.0     Describe the general principles of storytelling.
16.0     Develop an understanding of programming languages as they relate to modeling and simulation.
17.0     Incorporate audio assets into modeling and simulation engine.
18.0     Implement multimedia programming as it relates to modeling simulation using a gaming engine.
19.0     Create and maintain documentation. 
20.0     Compile, build and publish finished games and simulation.
21.0     Analyze, identify and use game engine physics.  
22.0     Develop effective user interfaces (UI).
23.0     Use real time technology to model and simulate environments.
24.0     Demonstrate an understanding of underlying principles of numerical analysis and how it relates to modeling and simulation.
25.0     Plan program design using object oriented programming (OOP) for modeling and simulation. 
26.0     Use programming to develop modeling and simulation applications.
27.0     Test programs related to modeling and simulation.
28.0     Explain visual simulation.
29.0     Analyze model fidelity as related to modeling and simulation techniques.   
30.0     Demonstrate knowledge of rigging.  
31.0     Demonstrate knowledge of basic character setup. 
32.0     Demonstrate knowledge of motion capture systems.
33.0     Understand systems engineering for simulators.
34.0     Analyze numerical characteristics of univariate data sets to describe patterns and departure from patterns, using statistics for various     distributions. 
35.0     Perform program maintenance to troubleshoot and optimize code.
36.0     Use innovative technologies to create prototypes of models.
37.0     Develop and program complex artificial intelligence systems (AI).
38.0     Identify functions of advance memory and information processing.
39.0     Demonstrate proficiency using various software applications while understanding the hardware requirements needed for modeling and simulations including processors, input/output (I/O) devices.
40.0     Build a simple scenario for experimentation or training.
41.0     Demonstrate an understanding of underlying principles of experimental simulation and how it relates to modeling and simulation.
42.0     Use probabilities (relative frequency and theoretical), to plan and conduct an experiment that will address control, randomization and measurement of experimental error.
43.0     Use innovative technologies to create prototypes of models.
44.0     Apply the principles of entrepreneurism to Modeling and Simulation and demonstrate an understanding of the design and production of prototypes from conception to mass production.
45.0     Demonstrate information fluency using emerging research techniques and technology.

2019 – 2020
Florida Department of Education
Student Performance Standards

Program Title: Modeling Simulation Production
Career Certificate Program Number: Y500200

Course Number:  CTS0770 
Occupational Completion Point:  OCP A 
Modeling & Simulation Technician – 150 Hours – SOC Code 15-1199	
01.0	Demonstrate an understanding of essential modeling and simulation terms by using them as they relate to specific careers requiring modeling and simulation skills and knowledge. – The student will be able to:	
01.01	Define and explain essential modeling and simulation terms and concepts.	
01.02	Identify disciplines which use modeling and simulation tools and discuss their real world applications.	
01.03	Identify modeling and simulation related careers and the educational and professional requirements for various fields.  	
01.04	Compare and contrast the central modeling and simulation concepts and careers.	
01.05	Explain the past, present, and future importance of modeling and simulation.	
02.0	Demonstrate information fluency using emerging research techniques and technology. – The student will be able to:	
02.01	Compare and contrast emerging technologies and describe how they impact business in the global marketplace (e.g., wireless, wireless web, cell phones, portables/handhelds, smart appliances, home networks, peer-to-peer.).	
02.02	Analyze internet safety issues and practice procedures for complying with acceptable use standards.	
02.03	Use technology tools to collaborate and generate a deliverable product.	
02.04	Develop and display an electronic portfolio.	
02.05	Demonstrate research skills using browsers, search engines, directories, and databases.	
02.06	Create and evaluate a list of materials found online for relevance, appropriateness and bias.	
02.07	Create and communicate a multimedia presentation, including text, sound, and graphics as related to modeling and simulation concepts.	
02.08	Demonstrate proficiency using search engines (e.g., Yahoo!, Google, Northern Light, Lycos, Excite, Bing).	
02.09	Identify effective Boolean search strategies.	
02.10	Correlate the use of social media in the field of modeling and simulation for a variety of purposes.  	
02.11	Demonstrate proficiency using various web tools (e.g., downloading of files, transfer of files, telnet, pdf).	
03.0	Demonstrate a knowledge of the information technology industry, the history of computers including their components and functionality, as they relate to Modeling and Simulation. – The student will be able to:	
03.01	Explain how information technology and modeling and simulation impact the operation and management of business and society.	
03.02	Explain the emergence of e-commerce and e-government and the potential impact on business and society.	
03.03	Trace the evolution of the Internet from its inception to the present and into the future.	
03.04	Analyze physical models and organize them conceptually based on their development and historical relevance. 	
03.05	Use graphic technology to create a visualization of a historic simulator or synthetic environment that has evolved over time.	
03.06	Describe the evolution of the digital computer as it relates to modeling and simulation.	
03.07	Explain the need for and use of input devices and displays to design and create models and simulations.	
03.08	Demonstrate an understanding of storage management (e.g., hard drive, floppy disk) as it relates to creating and storing digital models and simulations.	
03.09	Identify the advantages and limitations of computer-generated models and simulation.	
04.0	Explain intelligent systems as they relate to modeling, simulation and data analysis. – The student will be able to:	
04.01	Define intelligent system. 	
04.02	Explain and examine structured logic and semantics. 	
04.03	Explain the use of intelligent systems.	
04.04	Examine programs using the elements of an intelligent system.	
05.0	Demonstrate knowledge of different operating systems. – The student will be able to:	
05.01	Explain the history and purpose of various operating systems (e.g., DOS, Windows, Mac, and Unix/Linux).	
05.02	Discuss the impact of RAM and ROM technology on the development of the modern computer operating systems and microcomputers.	
05.03	Demonstrate proficiency with file management and structure (e.g., folder creation, file creation, backup, copy, delete, open, save).	
05.04	Identify the internal components of a computer (e.g., power supply, hard drive, motherboard, input/output (I/O) cards/ports, cabling).	
05.05	Identify the different control systems for simulation.	
05.06	Explain the factors that can limit the simulation capabilities of personal computers.	
06.0	Explore software evolution and lifecycle as it relates to modeling and simulation. – The student will be able to:	
06.01	Explain software and hardware lifecycles and their steps.	
06.02	Demonstrate an understanding of the basic concepts of computer maintenance, upgrades and life cycles.	
07.0	Understand the production process of modeling, simulation and entertainment. – The student will be able to:	
07.01	Explain software and hardware lifecycles and their steps.	
07.02	Demonstrate an understanding of the basic concepts of computer maintenance, upgrades and life cycles.	
07.03	Demonstrate speed and efficiency concepts.	
07.04	Demonstrate use of a production pipeline.	
07.05	Identify the departments of an animation studio	
07.06	Describe the interrelationships among departments.	
07.07	Demonstrate basic communication concepts (verbal, memos, paperwork).	
07.08	Identify the stages of production.	
07.09	Correctly use studio terms and jargon.	
07.10	Create and organize production paperwork into design/production documentation.	
07.11	Identify target audiences, markets, and demographics.	
07.12	Demonstrate ability to write a professionally formatted script.	
07.13	Demonstrate ability to breakdown a script into production elements (cast, props).	
07.14	Demonstrate understanding of visual storytelling and how storyboards are used during production.	
08.0	Understand the implications of intellectual property rights, copyright laws and plagiarism on creative assets. – The student will be able to:	
08.01	Practice ethical behaviors regarding copyright, citation, and plagiarism.	
08.02	Understand the process of patent application filing, product trials, and communication techniques to describe their product.	
08.03	Explain the purposes of copyrights, trademarks, and patents and understand the limitations and expectations.	
08.04	Explore and examine components of intellectual property such as patents, copyrights, trademarks, and trade secrets.	
08.05	Understand “Fair Use and Fair Dealing” practices.	
08.06	Understand the transfer and licensing of creative works.	
08.07	Understand the use of “exclusive rights” to intellectual creations.	
08.08	Utilize digital watermarking.	
09.0	Demonstrate production use of high-end Game Engines. – The student will be able to:	
09.01	Demonstrate working knowledge of interface and workspace.	
09.02	Setup projects properly.	
09.03	Create and transform game objects and edit their properties.	
09.04	Create and use collision models and triggers.	
09.05	Setup and modify camera.	
09.06	Apply input data into game systems.	
09.07	Implement animation setup.	
09.08	Create and modify particle systems and their properties.	
09.09	Design and implement visual effects using compositing techniques.	
09.10	Develop, test and implement game scripts.	
10.0	Categorize the different gaming genres. – The student will be able to:	
10.01	Research, compare and categorize different game genres.	
10.02	Analyze examples of different gaming genres.	
10.03	Define and use the necessary vocabulary related to gaming and the different game genres.	
11.0	Describe the game development life cycle. – The student will be able to:	
11.01	Identify steps in the pre-production process including the proof of concept and market research.	
11.02	Describe the iterative prototyping process (e.g., Alpha, Beta).	
11.03	Determine platform, technology and scripting requirements.	
11.04	Implement techniques of scenario development, levels, and missions.	
11.05	Discuss game testing requirements and methods.	
12.0	Develop a game design document. – The student will be able to:	
12.01	Evaluate and discuss the choice of delivery system.	
12.02	Evaluate and discuss choices of genre, game design software, art, digital media, and animation software.	
12.03	Create a game strategy overview, character overview, and storyboard overview.	
12.04	Define the rules of play and multi-player options.	
12.05	Create the layout and interfaces overview and digital media overview.	
12.06	Determine the gameplay interaction requirements and create the progression levels overview.	
12.07	Define strategic positioning of game immersion dynamics and psychological effect.	
12.08	Identify hardware and software constraints.	
13.0	Identify gameplay elements and their characteristics. – The student will be able to:	
13.01	Analyze and deconstruct game environments and interactions.	
13.02	Compare and contrast popular games and simulations in terms of player interaction, plot complexity, and rewards.	
13.03	Categorize gameplay elements by player types and target audience.	
14.0	Explore the methods used to create and sustain player immersion. – The student will be able to:	
14.01	Research and define the term “immersion”.	
14.02	Explore and explain factors that create player immersion in a game or simulation.	
14.03	Examine games and simulations and explain the methods each one uses to increase player immersion.	
15.0	Describe the general principles of storytelling. – The student will be able to:	
15.01	Identify the essential elements of a story.	
15.02	Describe how creative writing is used as a game design tool.	
15.03	Compare and contrast methods of delivering a story in a game.	

Course Number:  CTS0776
Occupational Completion Point:  OCP B 
Modeling & Simulation Programmer I – 300 Hours – SOC Code 15-1131	
16.0	Develop an understanding of programming languages as they relate to modeling and simulation. – The student will be able to:	
16.01	Explain the history of programming languages.	
16.02	Explain how compilers work.	
16.03	Identify the three types of programming design approaches (e.g., top-down, structured and object-oriented).	
17.0	Incorporate audio assets into modeling and simulation engine. – The student will be able to:	
17.01	Describe the audio effects workflow.	
17.02	Explain audio codecs and formats used in game/simulation engines.	
17.03	Import audio into the game/simulation engine.	
17.04	Use appropriate naming conventions for audio assets.	
18.0	Implement multimedia programming as it relates to modeling simulation using a gaming engine. – The student will be able to:	
18.01	Demonstrate proficiency in creating multiple composite objects.	
18.02	Demonstrate proficiency in moving composite graphics objects.	
18.03	Demonstrate proficiency in rotating composite graphics objects manually.	
18.04	Distinguish between flock and flee artificial intelligence algorithms.	
18.05	Write programs that use blitting.	
18.06	Identify the basic constructs used in bounding box collision algorithms.	
18.07	Identify the basic constructs used in truer bounding box collisions.	
18.08	Demonstrate proficiency in creating a bouncing simulation.	
18.09	Simulate pattern-based movement.	
18.10	Simulate multiple sprites movement.	
18.11	Identify the basic constructs used in keyboard input.	
18.12	Identify the basic constructs used in mouse input.	
18.13	Identify the basic constructs used in double buffering.	
19.0	Create and maintain documentation. – The student will be able to:	
19.01	Write documentation to assist operators and end-users.	
19.02	Follow established documentation standards.	
19.03	Update existing documentation to reflect program changes.	
20.0	Compile, build and publish finished games and simulation. – The student will be able to:	
20.01	Apply proper settings depending on the intended publishing platforms.	
20.02	Refine project to increase performance.	
20.03	Successfully build a game and simulation.	
20.04	Publish product to intended platform.	
21.0	Analyze, identify and use game engine physics. – The student will be able to:	
21.01	Identify the different components used by the engine’s physics system.	
21.02	Apply “ray casting” to solve different physics and collision problems.	
21.03	Change physics settings depending on simulation needs.	
22.0	Develop effective user interfaces (UI). – The student will be able to:	
22.01	Utilize various design techniques for UI development.	
22.02	Create clear, concise, responsive UI.	
22.03	Provide efficient feedback while interacting with the UI.	

Course Number:  CTS0777 
Occupational Completion Point:  OCP C 
Modeling & Simulation Programmer II – 300 Hours – SOC Code 15-1131	
23.0	Use real time technology to model and simulate environments.  The student will be able to:	
23.01	Identify simulator applications.	
23.02	Identify where team simulators would be appropriate.	
23.03	Identify where individual simulators would be appropriate.	
23.04	Understand where and why networked simulators are used.	
24.0	Demonstrate an understanding of underlying principles of numerical analysis and how it relates to modeling and simulation. – The student will be able to:	
24.01	Apply logical reasoning skills to solve real-world problems through the development of mathematical models.	
24.02	Design a step-by-step plan (algorithm) to solve a given problem.	
24.03	Write program specifications that define the constraints of a given problem.	
24.04	Use a programmable calculator.	
24.05	Write an algorithm to solve mathematical problems using formulas, equations, and functions.	
25.0	Plan program design using object oriented programming (OOP) for modeling and simulation. – The student will be able to:	
25.01	Formulate a plan to determine program specifications individually or in groups.	
25.02	Use a graphical representation or pseudo code to represent the structure in a program or subroutine.	
25.03	Design programs to solve problems using problem-solving strategies.	
26.0	Use programming to develop modeling and simulation applications. – The student will be able to:	
26.01	Utilize reference manuals.	
26.02	Write programs according to recognized programming standards.	
26.03	Write internal documentation statements as needed in the program source code.	
26.04	Code programs in high-level languages for game/simulation applications.	
26.05	Write code that accesses sequential, random, and direct files.	
26.06	Code programs using logical statements (e.g., If-Then-Else, Do...While).	
26.07	Enter and modify source code using a program language editor.	
26.08	Code routines within programs that validate input data.	
26.09	Use the rounding function in calculations within programs.	
26.10	Write programs as part of a development team.	
26.11	Write event-driven programs.	
26.12	Write programs using timed-event strategies and methodologies.	
26.13	Write programs that include score keeping.	
26.14	Write programs that display text.	
26.15	Write programs that use composite graphic objects.	
26.16	Write programs that load a bitmap for background.	
26.17	Write programs that utilize a sprite handler.	
26.18	Write programs that use animation.	
26.19	Write programs that use scrolling.	
26.20	Write programs that use transparency.	
26.21	Write documentation to assist operators and end-users.	
26.22	Follow established documentation standards.	
26.23	Update existing documentation to reflect program changes.	
27.0	Test programs related to modeling and simulation. – The student will be able to:	
27.01	Perform debugging activities.	
27.02	Evaluate program test results.	
27.03	Use trace routines of compilers to assist in program debugging.	
27.04	Compile and run programs.	
27.05	Create a stable code base.	
27.06	Develop data for use in program testing.	
27.07	Distinguish among the different types of program and design errors.	

Course Number:  CTS0779
Occupational Completion Point:  OCP D 
Modeling & Simulation Advanced Programmer – 300 Hours – SOC Code 15-1131	
28.0	Explain visual simulation. – The student will be able to:	
28.01	Define and explain uses of visual simulation.	
28.02	Explain the use of visual simulation in distributed simulation.	
28.03	Explain the functions of the image generators, display and databases to support visual subsystem of simulators.	
29.0	Explain distributed simulation. – The student will be able to:	
29.01	Explain networking concepts.	
29.02	Explain distributed simulation protocols.	
29.03	Explain the major components in a networked simulation or model.		
30.0	Explain object models. – The student will be able to:	
30.01	Describe objects using object oriented design (OOD).	
30.02	Distinguish between abstract and real objects.	
30.03	Explain why object oriented design is an effective programming paradigm.	
30.04	Implement classes and methods.	
30.05	Describe the benefits of object oriented concepts.	
30.06	Describe object oriented design (OOD) using pseudo-code or Unified Modeling Language (UML).	
31.0	Demonstrate an understanding of mathematical modeling in relation to the production process. – The student will be able to:	
31.01	Explain mathematical modeling as processes.	
31.02	Explain the role of modeler in mathematical modeling.	
31.03	Identify job titles associated with mathematical modeling.	
31.04	Explain the modeling production pipeline as it relates to mathematical modeling.	
32.0	Demonstrate an understanding of 3D modeling and simulation software engines. – The student will be able to:		
32.01	Understand concepts of the transfer of training.	
32.02	Understand mathematics of physics based real-time simulators.	
32.03	Describe components of visual systems (image generation, databases and displays).	
32.04	Describe theory of motion/control loading simulation and cue synchronization.	
32.05	Describe trainee station design, sensor simulation and instructor/operator station design.	
32.06	Understand and utilize collision detection.	
33.0	Understand systems engineering for simulators. – The student will be able to:	
33.01	Understand the systems engineering life cycle process and terminology.	
33.02	Identify the major milestones in the system life cycle.	
33.03	Understand the Systems Engineering life cycle process and terminology including the following:  system requirements analysis, system design, hardware design and development, software design and development, system integration, configuration management, acceptance testing and contractor logistics support.	
33.04	Identify major milestones in the system life cycle such as preliminary/critical design reviews, establish function baseline, allocated baseline, product baseline and ready for training (RFT).	
34.0	Analyze numerical characteristics of univariate data sets to describe patterns and departure from patterns, using statistics for various distributions. – The student will be able to:	
34.01	Define terminology associated with data collection, statistics and graphing.	
34.02	Differentiate between the various methods of data collection.	
34.03	Explain the uses of random number generators.	
34.04	Recognize various sources of bias in data collection.	
34.05	Prepare a sample data collection.	
34.06	Determine the numerical characteristics of a data set and analyze data.	
34.07	Interpret tables of statistics.	
34.08	Create bar charts and pie graphs with appropriate software.	
34.09	Analyze the data to solve a presented problem.	
34.10	Apply problem analysis using flowcharts or the Unified Modeling Language (UML).	
35.0	Perform program maintenance to troubleshoot and optimize code. – The student will be able to:	
35.01	Review requested modification of programs and establish a plan of action.	
35.02	Design needed modifications in compliance with established standards.	
35.03	Code, test, and debug modifications prior to updating production code.	
35.04	Update production programs and documentation with changes.	
35.05	Analyze output to identify and annotate errors or enhancements.	
36.0	Use innovative technologies to create prototypes of models. – The student will be able to:	
36.01	Identify emerging technologies to develop prototypes.	
36.02	Compare and contrast the benefits and limitations of using various prototyping methods and costs.	
36.03	Use emerging technologies to create a prototype (i.e. 3D printing software, 3D printers or other applicable devices).	
37.0	Develop and program complex artificial intelligence systems (AI). The student will be able to:	
37.01	Design intelligent interactions between players and AI.	
37.02	Implement different complex AI algorithms.	
37.03	Develop pathfinding systems for AI.	
38.0	Identify functions of advance memory and information processing. The student will be able to:	
38.01	Manipulate data between numbering systems. (binary, decimal, hexadecimal).	
38.02	Identify how numeric and non-numeric data are represented in memory.	
38.03	Identify the characteristics and properties of reference variables and pointers.	
38.04	Apply efficient memory management techniques to prevent memory leaking.  	

Course Number:  CTS0774
Occupational Completion Point:  E
Modeling & Simulation Developer –450 Hours – SOC Code 15-1131	
39.0	Demonstrate proficiency using various software applications while understanding the hardware requirements needed for modeling and simulations including processors, input/output (I/O) devices. – The student will be able to:		
39.01	Compare and contrast the appropriate use of various software and visualization applications (e.g., word processing, desktop publishing, graphics design, web browser, e-mail, presentation, database, scheduling, financial management, Java applet, music).	
39.02	Demonstrate proficiency in the use of various software and visualization applications (e.g., word processing, desktop publishing, graphics design, web browser, e-mail, presentation, database, scheduling, financial management, Java applet, music).	
40.0	Build a simple scenario for experimentation or training. – The student will be able to:	
40.01	Explain the importance of scenario building in simulations.	
40.02	Identify the building blocks of scenarios.	
40.03	Design a storyboard for a simulation.	
40.04	Build a simple simulation with a finite number of variables.	
40.05	Identify the various components of a simulation.	
40.06	Run a simulation application given specific parameters.	
40.07	Explain verification and validation of a simulation.	
40.08	Review the importance of scenario building in simulations.	
40.09	Explore/develop building blocks of scenarios.	
40.10	Design a detailed storyboard for a simulation.	
40.11	Build a simulation with a level of fidelity.	
40.12	Describe the history of gaming and evolution of video games.	
40.13	Design games using programming techniques.	
40.14	Implement a simple game using appropriate software.	
41.0	Demonstrate an understanding of underlying principles of experimental simulation and how it relates to modeling and simulation. – The student will be able to:	
41.01	Use proper attributes to develop a flowchart.	
41.02	Compare various types of studies (i.e. survey, observation, experiment).	
41.03	Identify and explain an experimental design process.	
41.04	Set realistic objectives for the experiment.	
41.05	Determine the appropriate response or output.	
41.06	Select process variables or design parameters (control factors), noise factors and the interactions among the process variables of interest.	
41.07	Perform experimental design execution.	
41.08	Check that the data are consistent with the experimental assumptions.	
41.09	Interpret and present results.	
42.0	Use probabilities (relative frequency and theoretical), to plan and conduct an experiment that will address control, randomization and measurement of experimental error. – The student will be able to:	
42.01	Define and explain probability rules and event terminology.	
42.02	Identify events as complementary, dependent, independent, mutually exclusive or not mutually exclusive.	
42.03	Analyze categorical data using two-way tables to describe patterns and departure from patterns and to find marginal frequency and relative frequencies.	
42.04	Distinguish between empirical and theoretical probability.	
42.05	Calculate probabilities.	
42.06	Explain the law of large numbers.	
42.07	Calculate probabilities using addition rules.	
42.08	Calculate probabilities using the multiplications rules.	
42.09	Define the Fundamental Counting Rule, Permutation, and Combination.	
42.10	Perform calculations using the Fundamental Counting Rule, Permutation and Combination.	
42.11	Distinguish when one would use a permutation and when one would use a combination.	
42.12	Define experimental terminology.	
42.13	Explain potential reasons for experimental error.	
42.14	Demonstrate an understanding of the principles of probability by performing a probability experiment within the classroom.	
43.0	Use innovative technologies to create prototypes of models. – The student will be able to:	
43.01	Identify emerging technologies to develop prototypes.	
43.02	Compare and contrast the benefits and drawbacks of using various prototyping methods and costs.	
43.03	Use emerging technologies to create a prototype (i.e. 3D printing software, 3D printers or other applicable devices).	
44.0	Apply the principles of entrepreneurism to Modeling and Simulation and demonstrate an understanding of the design and production of prototypes from conception to mass production. – The student will be able to:  	
44.01	Identify the usefulness of technology applications.	
44.02	Determine the design architecture.	
44.03	Formulate and test a proof of concept.	
44.04	Understand the value of partnerships and sub-contracting of production and distribution of product.	
44.05	Develop an understanding of the production process.	
44.06	Understand return on investment (ROI) concepts.	
44.07	Examine market analysis of product.	
44.08	Develop a comprehensive business model and present a clear and professional proposal to investors.	
45.0	Demonstrate information fluency using emerging research techniques and technology. – The student will be able to:	
45.01	Compare and contrast emerging technologies and describe how they impact business in the global marketplace (e.g., wireless, wireless web, cell phones, portables/handhelds, smart appliances, home networks, peer-to-peer).	
45.02	Analyze internet safety issues and practice procedures for complying with acceptable use standards.	
45.03	Use technology tools to collaborate and generate a deliverable product.	
45.04	Develop and display an electronic portfolio.	
45.05	Demonstrate research skills using browsers, search engines, directories, and databases.	
45.06	Create and evaluate a list of materials found online for relevance, appropriateness and bias.	
45.07	Create and communicate a multimedia presentation, including text, sound, and graphics as related to modeling and simulation concepts.	
45.08	Demonstrate proficiency using search engines (e.g., Yahoo!, Google, Northern Light, Lycos, Excite, Bing).	
45.09	Identify effective Boolean search strategies.	
45.10	Correlate the use of social media in the field of modeling and simulation for a variety of purposes.  	
45.11	Demonstrate proficiency using various web tools (e.g., downloading of files, transfer of files, telnet, pdf).	

Additional Information

Laboratory Activities

Laboratory investigations that include scientific inquiry, research, measurement, problem solving, emerging technologies, tools and equipment, as well as, experimental, quality, and safety procedures are an integral part of this career and technical program/course. Laboratory investigations benefit all students by developing an understanding of the complexity and ambiguity of empirical work, as well as the skills required to manage, operate, calibrate and troubleshoot equipment/tools used to make observations. Students understand measurement error; and have the skills to aggregate, interpret, and present the resulting data. Equipment and supplies should be provided to enhance hands-on experiences for students.

Special Notes

MyCareerShines is an interactive resource to assist students in identifying their ideal career and to enhance preparation for employment. Teachers are encouraged to integrate this resource into the program curriculum to meet the employability goals for each student.  Access MyCareerShines by visiting: www.mycareershines.org.

Career and Technical Student Organization (CTSO)

Phi Beta Lambda and Business Professionals of America (BPA) are the intercurricular student organizations providing leadership training and reinforcing specific career and technical skills. Career and Technical Student Organizations provide activities for students as an integral part of the instruction offered.  

Cooperative Training – OJT

On-the-job training is appropriate but not required for this program. Whenever offered, the rules, guidelines, and requirements specified in the OJT framework apply. 

Basic Skills 

In a Career Certificate Program offered for 450 hours or more, in accordance with Rule 6A-10.040, F.A.C., the minimum basic skills grade levels required for postsecondary adult career and technical students to complete this program are: Mathematics 10, Language 10, and Reading 10. These grade level numbers correspond to a grade equivalent score obtained on a state designated basic skills examination.  

Adult students with disabilities, as defined in Section 1004.02(7), Florida Statutes, may be exempted from meeting the Basic Skills requirements (Rule 6A-10.040). Students served in exceptional student education (except gifted) as defined in s. 1003.01(3)(a), F.S., may also be exempted from meeting the Basic Skills requirement. Each school district and Florida College must adopt a policy addressing procedures for exempting eligible students with disabilities from the Basic Skills requirement as permitted in Section 1004.91(3), F.S.

Students who possess a college degree at the Associate of Applied Science level or higher; who have completed or are exempt from the college entry-level examination; or who have passed a state, national, or industry licensure exam are exempt from meeting the Basic Skills requirement (Rule 6A-10.040, F.A.C.) Exemptions from state, national or industry licensure are limited to the certifications listed on the Basic Skills and Licensure Exemption List which may be accessed from the CTE Program Resources page.

Accommodations

Federal and state legislation requires the provision of accommodations for students with disabilities to meet individual needs and ensure equal access. Postsecondary students with disabilities must self-identify, present documentation, request accommodations if needed, and develop a plan with their counselor and/or instructors. Accommodations received in postsecondary education may differ from those received in secondary education. Accommodations change the way the student is instructed. Students with disabilities may need accommodations in such areas as instructional methods and materials, assignments and assessments, time demands and schedules, learning environment, assistive technology and special communication systems. Documentation of the accommodations requested and provided should be maintained in a confidential file.

Note: postsecondary curriculum and regulated secondary programs cannot be modified.

Additional Resources

For additional information regarding articulation agreements, Bright Futures Scholarships, Fine Arts/Practical Arts Credit and Equivalent Mathematics and Equally Rigorous Science Courses please refer to:
http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml