Florida Department of Education
Curriculum Framework 

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

Career Certificate Program 	
Program Number	Y500300	
CIP Number	0511080403	
Grade Level	30, 31 	
Program Length	1500 hours	
Teacher Certification	Refer to the Program Structure section.	
CTSO	PBL, BPA	
SOC Codes (all applicable) 	Please see the CIP to SOC Crosswalk located at the link below.	
CTE Program Resources 	http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml	
Basic Skills Level	Computation (Mathematics): 	10	Communications (Reading and Language Arts): 	10	

Purpose

The Modeling Simulation Design 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, Math, 2D and 3D Art 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, 2D and 3D Art, 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 five 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	
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	
B	CTS0771	Modeling & Simulation 2D Artist   		300 hours	
C	CTS0772	Modeling & Simulation 3D Artist   		300 hours	
D	CTS0773	Modeling & Simulation Technical Artist		300 hours	
E	CTS0774	Modeling & Simulation Developer		450 hours	

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	Demonstrate an understanding of visual modeling in relation to the production process.
17.0	Understand the role of texture artists in relation to the production process.
18.0	Demonstrate knowledge of basic lighting.
19.0	Demonstrate knowledge of basic animation.
20.0	Demonstrate knowledge of photo editing software. 
21.0	Demonstrate knowledge of video editing software.
22.0	Utilize basic audio production techniques, sound construction, and editing techniques as related to modeling and simulation.
23.0	Create and design a vector or bitmap art reference to develop a texture map to build a 3D model for simulation. 
24.0	Demonstrate the use of experimental and engineering design techniques to produce real world or industry simulations.
25.0	Identify gameplay elements and their characteristics. 
26.0	Explore the methods used to create and sustain player immersion.  
27.0	Describe the general principles of storytelling.
28.0	Develop effective user interfaces (UI).
29.0	Explore the foundations of Digital Painting and Art.
30.0	Explore 2D texture painting techniques using painting software.
31.0	Demonstrate knowledge of basic materials and textures.
32.0     Apply industry standards for 3D animation software and user interface to create 3D simple and complex models.
33.0     Demonstrate basic understanding of modeling principles.
34.0     Explain environmental models.
35.0     Use visual modeling techniques and software to create an environmental model.
36.0     Demonstrate knowledge of basic 3D rendering. 
37.0     Demonstrate knowledge of polygon modeling.
38.0     Demonstrate knowledge of non-uniform rational b-splines (NURBS) modeling.
39.0     Demonstrate knowledge of animation principles as it relates to the underlying physics of modeling.
40.0     Analyze model fidelity as related to modeling and simulation techniques.
41.0	Demonstrate knowledge of rigging.  
42.0	Demonstrate knowledge of basic character setup. 
43.0	Demonstrate knowledge of motion capture systems.
44.0	Explore 3D sculpting and texturing techniques using high polygon sculpting software.
45.0	Demonstrate proficiency using various software applications while understanding the hardware requirements needed for modeling 
	and simulations including processors, input/output (I/O) devices.
46.0	Build a simple scenario for experimentation or training.
47.0	Demonstrate an understanding of underlying principles of experimental simulation and how it relates to modeling and simulation.
48.0	Use probabilities (relative frequency and theoretical), to plan and conduct an experiment that will address control, randomization 
	and measurement of experimental error.
49.0	Use innovative technologies to create prototypes of models.
50.0	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.
51.0	Demonstrate information fluency using emerging research techniques and technology.

Florida Department of Education
Student Performance Standards

Program Title: 	Modeling Simulation Production
Career Certificate Program Number: 	Y500300

Course Number:  CTS0770 
Occupational Completion Point:  A 
Modeling & Simulation Technician – 150 Hours	
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:  CTS0771
Occupational Completion Point:  B 
Modeling & Simulation 2D Artist – 300 Hours	
16.0	Demonstrate an understanding of visual modeling in relation to the production process. The student will be able to:	
16.01	Explain visual modeling as a process.	
16.02	Explain the role of a modeler in visual modeling.	
16.03	Identify job titles associated with visual modeling.	
16.04	Explain the modeling production pipeline as it relates to visual modeling.	
17.0	Understand the role of texture artists in relation to the production process. The student will be able to:	
17.01	Define texturing as a process.	
17.02	Define the role of texture artist.	
17.03	Identify job titles associated with texture artist.	
17.04	Identify texture creation in the production pipeline.	
17.05	Demonstrate knowledge of the difference between textures and shades.	
18.0	Demonstrate knowledge of basic lighting. The student will be able to:	
18.01	Compare and contrast real lighting with 3D lighting.	
18.02	Demonstrate an understanding of 3 point lighting (key, fill, back).	
18.03	Demonstrate an understanding of low-key and high-key lighting.	
18.04	Use include/exclude commands to target light on objects.	
18.05	Demonstrate use of negative intensity.	
19.0	Demonstrate knowledge of basic animation. The student will be able to:	
19.01	Apply animation principles to object animation.	
19.02	Demonstrate an understanding of animation timelines.	
19.03	Demonstrate an understanding of key framing.	
19.04	Record and edit keyframes.	
19.05	Demonstrate an understanding in the use of controllers.	
19.06	Render basic reference animation.	
20.0	Demonstrate knowledge of photo editing software. The student will be able to:	
20.01	Demonstrate understanding file formats and storage options.	
20.02	Identify parts of the software interface (menus/palettes).	
20.03	Demonstrate ability to use each of the basic tool sets.	
20.04	Demonstrate ability to import, export and save images.	
20.05	Demonstrate understanding of layers and channels.	
20.06	Demonstrate understanding of filters, effects and plug-ins.	
20.07	Demonstrate understanding of file presets.	
20.08	Demonstrate ability to select portions of an image for manipulation.	
20.09	Demonstrate ability to transform selections and images (crop, scale).	
20.10	Demonstrate ability to color correct images (brightness, hue, contrast).	
20.11	Demonstrate ability to use brushes for image creation and correction.	
20.12	Understand non-destructive and destructive operations.	
20.13	Demonstrate the ability to import, paint and export 3D objects.	
21.0	Demonstrate knowledge of video editing software. The student will be able to:	
21.01	Demonstrate understanding file formats and storage options.	
21.02	Identify parts of the software interface (menus/palettes).	
21.03	Demonstrate ability to use each of the basic tool sets.	
21.04	Demonstrate ability to import, export and save video.	
21.05	Demonstrate understanding of layers and compositing.	
21.06	Demonstrate understanding of filters, effects and plug-ins.	
21.07	Demonstrate understanding of file presets.	
21.08	Demonstrate understanding of rendering process.	
21.09	Demonstrate ability to transform video (crop, scale).	
21.10	Demonstrate ability to color correct images (brightness, hue, contrast).	
21.11	Demonstrate ability to use brushes for image creation and correction.	
21.12	Understand non-destructive and destructive operations.	
21.13	Demonstrate the compositing integration of rendered 3D animation with video.	
22.0	Utilize basic audio production techniques, sound construction, and editing techniques as related to modeling and simulation. The student will be able to:	
22.01	Describe the use of digital recording decks and other digital storage devices.	
22.02	Describe the function and operation of digital audio workstations.	
22.03	Edit, cut, erase, and insert sound utilizing various digital production techniques.	
22.04	Perform digital noise reduction and noise extraction via spectral display.	
22.05	Survey and discuss the use of naming conventions and temp sounds.	
22.06	Demonstrate an understanding of various audio construction software.	
22.07	Analyze and discuss methods of matching sound effects to art assets.	
22.08	Identify and categorize commonly used technology sound engine integration equipment.	
22.09	Identify and discuss resources such as sound effects libraries.	
22.10	Examine methods of sound implementation and associated software.	
22.11	Explain how and why digital video may be integrated into a model or simulation design.	
22.12	Explain the roles and responsibilities of the sound design team.	
22.13	Describe the use of 3D and surround sound.	
22.14	Apply knowledge of distance/spatial effects, including surround sound, in a game/simulation.	
22.15	Analyze the relationship of the audio environment to the visual environment.	
23.0	Create and design a vector or bitmap art reference to develop a texture map to build a 3D model for simulation. The student will be able to:	
23.01	Know the difference between vectors and bitmaps.	
23.02	Demonstrate an understanding of various 2D art programs.	
23.03	Utilize the programs tools and brushes.	
23.04	Know the importance of layers.	
23.05	Identify file formats.	
23.06	Use digital media software to create a vector of bitmap reference object.	
23.07	Import a reference object into 3D modeling software.	
23.08	Convert a reference object to 3D.	
24.0	Demonstrate the use of experimental and engineering design techniques to produce real world or industry simulations. The student will be able to:	
24.01	Understand the design requirements and limitations of a 2D modeling and simulation engine.	
24.02	Demonstrate the use of various mediums and mixed media (traditional or digital) in a 2D modeling and simulation.	
24.03	Demonstrate the ability to create character and object views for animation.	
24.04	Break down animation into a series of pictures to import animation to a modeling and simulation engine.	
24.05	Demonstrate the effective use of animation loops and cycles in a modeling and simulation engine.	
24.06	Demonstrate an understanding of the value of timing to convey character motion.	
24.07	Demonstrate the effective use of animation arcs for the articulation of body elements.	
24.08	Demonstrate the use of principles of animation such as anticipation, squash, stretch, weight, exaggeration and overlapping secondary motion.	
24.09	Demonstrate the use of phonemes to display speech in animation.	
25.0	Identify gameplay elements and their characteristics. The student will be able to:	
25.01	Analyze and deconstruct game environments and interactions.	
25.02	Compare and contrast popular games and simulations in terms of player interaction, plot complexity, and rewards.	
25.03	Categorize gameplay elements by player types and target audience.	
26.0	Explore the methods used to create and sustain player immersion. The student will be able to:	
26.01	Research and define the term “immersion”.	
26.02	Explore and explain factors that create player immersion in a game or simulation.	
26.03	Examine games and simulations and explain the methods each one uses to increase player immersion.	
27.0	Describe the general principles of storytelling. The student will be able to:	
27.01	Identify the essential elements of a story.	
27.02	Describe how creative writing is used as a game design tool.	
27.03	Compare and contrast methods of delivering a story in a game.	
28.0	Develop effective user interfaces (UI). The student will be able to:	
28.01	Utilize various design techniques for UI development.	
28.02	Create clear, concise, responsive UI.	
28.03	Provide efficient feedback while interacting with the UI.	
29.0	Explore the foundations of Digital Painting and Art. The student will be able to:	
29.01	Demonstrate knowledge of lines, shapes and values.	
29.02	Explain the importance of Value in digital painting and composition.	
29.03	Explain what Color Theory is and why it is important to design and composition.	
29.04	Demonstrate skill in drawing construction, thumbnails and clean lines.	
29.05	Demonstrate skill of blend and brush tools.	
29.06	Sketch base objects in perspective.	
29.07	Explain what makes a compelling composition and why it is important.	
29.08	Explain the importance of art studies and history.	
29.09	Create a landscape digital painting for use in game engine.	
30.0	Explore 2D texture painting techniques using painting software. The student will be able to:	
30.01	Explain the differences between hard and soft surfaces	
30.02	Demonstrate skill in painting organic materials, texture, cloth, wood and metal.	
30.03	Demonstrate proper technique in applying painted materials to scenes and objects.	

Course Number:  CTS0772
Occupational Completion Point:  C 
Modeling & Simulation 3D Artist – 300 Hours	
31.0	Demonstrate knowledge of basic materials and textures. The student will be able to:	
31.01	Demonstrate an understanding of material and texture storage.	
31.02	Apply textures to an object.	
31.03	Demonstrate an understanding of procedural shaders.	
31.04	Demonstrate an understanding of channels.	
31.05	Adjust the transparency, luminance, and reflection of a material.	
31.06	Demonstrate an understanding of displacement maps.	
31.07	Demonstrate an understanding of bump maps.	
31.08	Demonstrate knowledge of material projections.	
31.09	Demonstrate an understanding of UV mapping.	
31.10	Demonstrate an understanding of 3D painting.	
31.11	Understand how light affects the look of materials.	
31.12	Understand how camera angles can affect the look of materials.	
32.0	Apply industry standards for 3D animation software and user interface to create 3D simple and complex models. The student will be able to:	
32.01	Identify the computer requirements for 3D animation software.	
32.02	Compare and contrast available 3D animation software.	
32.03	Identify available file formats and protocols.	
32.04	Explain the cinematic stage paradigm in 3D software.	
32.05	Demonstrate an understanding of naming conventions.	
32.06	Develop software and file backup plan.	
32.07	Identify common icons within the software.	
32.08	Demonstrate use of keyboard shortcuts.	
32.09	Understand the use of a three-button mouse.	
32.10	Identify the main windows of a 3D program.	
32.11	Identify common window layouts.	
32.12	Identify tool icons within the software.	
32.13	Understand the significance of keyboard shortcut use and efficiency.	
32.14	Demonstrate an understanding of the Euclidean Geometry Model (x-y-z coordinate system).	
32.15	Demonstrate an understanding of attribute managers.	
32.16	Demonstrate an understanding of layers.	
32.17	Navigate the modeling window using pan, rotate, and zoom controls.	
32.18	Demonstrate knowledge of selection tools (lasso, loop).	
32.19	View objects in wireframe, gourard shading, lines, boxes and modes.	
32.20	Demonstrate use of selection sets.	
32.21	Undo and redo an action within the program.	
32.22	Locate the help menu system.	
33.0	Demonstrate basic understanding of modeling principles. The student will be able to:	
33.01	Understand 3D construction theory.	
33.02	Demonstrate an understanding of primitives and parametric modeling.	
33.03	Demonstrate an understanding of non-uniform rational basis spline (NURBS), splines, and polygonal modeling.	
33.04	Demonstrate the ability to use reference images and files while modeling.	
34.0	Explain environmental models. The student will be able to:	
34.01	Explain the use of environmental modeling.	
34.02	Discuss how to model environmental effects.	
34.03	Discuss the effects of environmental simulations on related simulations.	
34.04	Examine environmental models available on the internet.	
35.0	Use visual modeling techniques and software to create an environmental model. The student will be able to:	
35.01	Demonstrate information fluency by conducting research need to create an environmental model.	
35.02	Use modeling techniques and software to create a basic environmental model.	
35.03	Communicate the relevance of the model and its impact on the real world.	
36.0	Demonstrate knowledge of basic 3D rendering. The student will be able to:	
36.01	Demonstrate an understanding of processor, hardware and software rendering techniques.	
36.02	Determine the final render format (size, codec, quality).	
36.03	Demonstrate an understanding of basic render settings.	
36.04	Select the range of frames to be rendered.	
37.0	Demonstrate knowledge of polygon modeling. The student will be able to:	
37.01	Demonstrate an understanding of N-gons.	
37.02	Demonstrate an understanding of subdivision.	
37.03	Demonstrate basic polygon editing and manipulation.	
37.04	Demonstrate knowledge of point management (location).	
37.05	Demonstrate the ability to create polygonal models from points.	
37.06	Demonstrate an understanding of cutting/division tools.	
37.07	Demonstrate an understanding of extrudes.	
37.08	Demonstrate an understanding of symmetry.	
37.09	Demonstrate an understanding of hyper NURBS.	
37.10	Demonstrate an understanding of basic deformers (bend, twist, melt).	
38.0	Demonstrate knowledge of non-uniform rational b-splines (NURBS) modeling. The student will be able to:	
38.01	Demonstrate an understanding of points, vertices, edges, and polygons.	
38.02	Demonstrate an understanding of poly-count.	
38.03	Demonstrate an understanding of primitives.	
38.04	Define parametric primitives.	
38.05	Locate an object’s properties, attributes, and coordinates.	
38.06	Demonstrate understanding of Non uniform rational b-splines (NURBS).	
38.07	Demonstrate understanding of splines and generators (extrude, lathe, sweep).	
38.08	Understand the use of hierarchy.	
38.09	Demonstrate an understanding of Boolean objects.	
38.10	Demonstrate an understanding of Null objects.	
38.11	Demonstrate an understanding of scene management (hiding-unhiding).	
38.12	Demonstrate an understanding of arrays.	
39.0	Demonstrate knowledge of animation principles as it relates to the underlying physics of modeling. The student will be able to:	
39.01	Demonstrate an understanding of the principle of squash and stretch.	
39.02	Demonstrate an understanding of the principle of anticipation.	
39.03	Demonstrate an understanding of the principle of staging.	
39.04	Demonstrate an understanding of the principle of straight ahead action and pose to pose.	
39.05	Demonstrate an understanding of the principle of follow through and overlapping action.	
39.06	Demonstrate an understanding of the principle of slow in and slow out.	
39.07	Demonstrate an understanding of the principle of arcs.	
39.08	Demonstrate an understanding of the principle of secondary action.	
39.09	Demonstrate an understanding of the principle of timing.	
39.10	Demonstrate an understanding of the principle of exaggeration.	
39.11	Demonstrate an understanding of the principle of solid drawing.	
39.12	Demonstrate an understanding of the principle of appeal.	

Course Number:  CTS0773
Occupational Completion Point:  D 
Modeling & Simulation Technical Artist – 300 Hours	
40.0	Analyze model fidelity as related to modeling and simulation techniques. The student will be able to:	
40.01	Define fidelity.	
40.02	Discuss the ramifications of model fidelity parameters and their variations.	
40.03	Select the proper level of fidelity to solve a given problem.	
40.04	Identify the rationale for selecting fidelity level.	
40.05	Adjust model fidelity parameters to meet output requirements.	
41.0	Demonstrate knowledge of rigging. The student will be able to:	
41.01	Define rigging as a process.	
41.02	Define the role of rigger.	
41.03	Identify job titles associated with a rigger.	
41.04	Identify rigging creation in the production pipeline.	
42.0	Demonstrate knowledge of basic character setup. The student will be able to:	
42.01	Compare and contrast rigging approaches and styles.	
42.02	Demonstrate an understanding of the rig as it relates to the model.	
42.03	Demonstrate an understanding of skeletal systems.	
43.0	Demonstrate knowledge of motion capture systems. The student will be able to:	
43.01	Understand knowledge of the history of motion capture.	
43.02	Understand the awareness of emerging technologies in the industry.	
43.03	Understand motion capture for 3D production.	
44.0	Explore 3D sculpting and texturing techniques using high polygon sculpting software. The student will be able to:	
44.01	Navigate 3D sculpting interface and workspace.	
44.02	Create and Transform base object for sculpting.	
44.03	Create subdivisions of objects for high poly sculpting.	
44.04	Demonstrate working knowledge of sculpt and paint tools including creating sculpt layers and paint layers.	
44.05	Create high detail models using sculpt and paint tools.	
44.06	Demonstrate proficiency in Retopology.	
44.07	Display sculpts through model viewport filters.	

Course Number:  CTS0774
Occupational Completion Point:  E
Modeling & Simulation Developer – 450 Hours	
45.0	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:		
45.01	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).	
45.02	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).	
46.0	Build a simple scenario for experimentation or training. The student will be able to:	
46.01	Explain the importance of scenario building in simulations.	
46.02	Identify the building blocks of scenarios.	
46.03	Design a storyboard for a simulation.	
46.04	Build a simple simulation with a finite number of variables.	
46.05	Identify the various components of a simulation.	
46.06	Run a simulation application given specific parameters.	
46.07	Explain verification and validation of a simulation.	
46.08	Review the importance of scenario building in simulations.	
46.09	Explore/develop building blocks of scenarios.	
46.10	Design a detailed storyboard for a simulation.	
46.11	Build a simulation with a level of fidelity.	
46.12	Describe the history of gaming and evolution of video games.	
46.13	Design games using programming techniques.	
46.14	Implement a simple game using appropriate software.	
47.0	Demonstrate an understanding of underlying principles of experimental simulation and how it relates to modeling and simulation. The student will be able to:	
47.01	Use proper attributes to develop a flowchart.	
47.02	Compare various types of studies (i.e. survey, observation, experiment).	
47.03	Identify and explain an experimental design process.	
47.04	Set realistic objectives for the experiment.	
47.05	Determine the appropriate response or output.	
47.06	Select process variables or design parameters (control factors), noise factors and the interactions among the process variables of interest.	
47.07	Perform experimental design execution.	
47.08	Check that the data are consistent with the experimental assumptions.	
47.09	Interpret and present results.	
48.0	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:	
48.01	Define and explain probability rules and event terminology.	
48.02	Identify events as complementary, dependent, independent, mutually exclusive or not mutually exclusive.	
48.03	Analyze categorical data using two-way tables to describe patterns and departure from patterns and to find marginal frequency and relative frequencies.	
48.04	Distinguish between empirical and theoretical probability.	
48.05	Calculate probabilities.	
48.06	Explain the law of large numbers.	
48.07	Calculate probabilities using addition rules.	
48.08	Calculate probabilities using the multiplications rules.	
48.09	Define the Fundamental Counting Rule, Permutation, and Combination.	
48.10	Perform calculations using the Fundamental Counting Rule, Permutation and Combination.	
48.11	Distinguish when one would use a permutation and when one would use a combination.	
48.12	Define experimental terminology.	
48.13	Explain potential reasons for experimental error.	
48.14	Demonstrate an understanding of the principles of probability by performing a probability experiment within the classroom.	
49.0	Use innovative technologies to create prototypes of models. The student will be able to:	
49.01	Identify emerging technologies to develop prototypes.	
49.02	Compare and contrast the benefits and drawbacks of using various prototyping methods and costs.	
49.03	Use emerging technologies to create a prototype (i.e., 3D printing software, 3D printers or other applicable devices).	
50.0	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:  	
50.01	Identify the usefulness of technology applications.	
50.02	Determine the design architecture.	
50.03	Formulate and test a proof of concept.	
50.04	Understand the value of partnerships and sub-contracting of production and distribution of product.	
50.05	Develop an understanding of the production process.	
50.06	Understand return on investment (ROI) concepts.	
50.07	Examine market analysis of product.	
50.08	Develop a comprehensive business model and present a clear and professional proposal to investors.	
51.0	Demonstrate information fluency using emerging research techniques and technology. The student will be able to:	
51.01	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).	
51.02	Analyze internet safety issues and practice procedures for complying with acceptable use standards.	
51.03	Use technology tools to collaborate and generate a deliverable product.	
51.04	Develop and display an electronic portfolio.	
51.05	Demonstrate research skills using browsers, search engines, directories, and databases.	
51.06	Create and evaluate a list of materials found online for relevance, appropriateness and bias.	
51.07	Create and communicate a multimedia presentation, including text, sound, and graphics as related to modeling and simulation concepts.	
51.08	Demonstrate proficiency using search engines (e.g., Yahoo!, Google, Northern Light, Lycos, Excite, Bing).	
51.09	Identify effective Boolean search strategies.	
51.10	Correlate the use of social media in the field of modeling and simulation for a variety of purposes.  	
51.11	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.

Career and Technical Student Organization (CTSO)

Phi Beta Lambda (PBL) and Business Professionals of America (BPA) are the co-curricular 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 Career Certificate Programs 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: Computation (Mathematics) and Communications (Reading and Language Arts). 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, 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, 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, F.S.

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.