SAQA - 14909 - Facilitator Guide
SAQA - 14909 - Facilitator Guide
FACILITATOR GUIDE
SAQA: 14909
Copyright
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any annexures thereto, is protected and expressly reserved. No part of this
document may be reproduced, stored in a retrievable system, or
transmitted, in any form or by any means, electronic, mechanical,
photocopying, recording or otherwise without the prior permission.
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Facilitator Guide Introduction
About the This Facilitator Guide provides a comprehensive overview of
Facilitator Develop a community development intervention plan,
Guide… and forms part of a series of Facilitator Guides that have been
developed for FURTHER EDUCATION AND TRAINING
CERTIFICATE: INFORMATION TECHNOLOGY: SYSTEMS
DEVELOPMENT ID 78965 LEVEL 4 – CREDITS 165. The
series of Facilitator Guides are conceptualized in modular’s
format, in accordance with the Learner Guides. This guide has
been designed and developed to assist you in effectively and
efficiently prepare and implement your various training
interventions.
Purpose The purpose of this Facilitator Guide is to assist facilitators in
delivering training sessions, related to FURTHER EDUCATION
AND TRAINING CERTIFICATE: INFORMATION
TECHNOLOGY: SYSTEMS DEVELOPMENT ID 78965
LEVEL 4 – CREDITS 165. The Guide also provides
information on facilitation methodologies and strategies to be
adopted during training sessions.
US No US Title Level Credit
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need to apply their knowledge
and skills to practice how they
can deal with the issues
presented.
Group work Participants work on tasks in
their groups and report their
findings back to plenary.
Lecture The facilitator presents a short
talk (maximum of 10 minutes)
to introduce a new subject, to
provide details, or to wrap up a
session.
Discussion This is a free exchange of ideas
or experiences on a particular
topic. It may be between the
facilitator and the participants
or between the participants.
Brainstorming Participants generate a number
of ideas on a particular subject
or question. It may be used to
gather different opinions or to
find out what participants know
about a particular topic.
Role-play Participants are asked to act out
a scenario where each
participant plays a particular
role. A role-play may be used to
illustrate how people respond in
different situations.
Panel discussion This is a planned presentation
by one or more experts. It may
be followed by a discussion
session or a round of questions.
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Resources White board and/or Flipcharts
Learner Workbook
Theory
Practical
Assessments
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Facilitator’s Checklist & Training Aids
Learners are supplied with all resources and aids as required by the program –
including:
Use this checklist below during your preparation to ensure that you
have all the equipment, documents and training aids for a
successful session.
Preparation: Yes No
Equipment check:
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Documentation checklist:
Attendance Register
Course Evaluation
Portfolios of evidence
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Learning Program Time Frames
Total
Theoretical Activitie
time Practical
learning time s to be
allocate learning time
allocated complete
d allocated (hours)
(hours) d
(hours)
Complete
Program
(including
summative
assessment)
Preparation 0.5 - - -
for
Assessment
& revision
TRAINING PROGRAM
1
Describe the difference between
programming in Object Orientated and
Procedural Languages
Learning Unit
The credit value of this unit is based on a person having the prior knowledge and skills to:
be able to apply the principles of Procedural Computer Programming
Learning Outcomes
1.The description explains the basic principles of a class.
2. The description explains the basic principles of an object.
3. The description explains the basic principles of information hiding and encapsulation
4. The Description explains the basic principles of inheritance.
5. The Description explains the principles of polymorphism.
Class
Defines the characteristics of the Object.
Object
13 | P a g e ALL COPYRIGHT RESERVED
An Instance of a Class.
Property
An Object characteristic, such as color.
Method
An Object capability, such as walk.
Constructor
A method called at the moment of instantiation.
Inheritance
A Class can inherit characteristics from another Class.
Encapsulation
A Class defines only the characteristics of the Object, a method defines only how the method
executes.
Abstraction
The conjunction of complex inheritance, methods, properties of an Object must be able to
simulate a reality model.
Polymorphism
Different Classes might define the same method or property.
SESSION 2.
Describe the fundamental differences between procedural
and object oriented programming.
Learning Outcomes
1. The description explains the use of functions and variables in structure programming,
using simple examples.
2. The description compares encapsulation of data and functions in objects versus
• Procedural Programming
– top down design
– create functions to do small tasks
– communicate by parameters and return values