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Cybersecurity & Digital Intelligence

 
 
School of Cybersecurity and digital Intelligence
 
School of Cybersecurity & Digital Intelligence
 
Career Technical Student Organization (CTSO): FBLA & TSA

Cybersecurity Pathway (Primary Pathway)

Cybersecurity, also referred to as information technology security, focuses on protecting computers, networks, programs, and data from unintended or unauthorized access, change, or destruction.

Industry Profile & Demand

  • Information Protection: Government agencies, the military, corporations, financial institutions, hospitals, and other groups collect, process, and store a great deal of confidential information on computers and transmit that data across networks to other computers.
  • Growing Demand: With the growing volume and sophistication of cyber-attacks, ongoing attention is required to protect sensitive business and personal information, as well as safeguard national security.

Cybersecurity Course Sequence

Computer Science Pathway (Optional Secondary Pathway)

Computer Science (CS) education in Georgia is undergoing a transformation from a set of high school electives to a comprehensive K-12 discipline.

Educational Focus

  • Digital Empowerment: As our society experiences a shift into a widespread digital presence and awareness, our education system must also evolve. Students need to graduate with all the tools necessary to thrive in society.
  • Core Competencies: These tools now include a computer science education, which encompasses ideas such as digital literacy, digital competency, and computational thinking.
  • Future Impact: This skill set will empower our students to solve many of our societal challenges and participate effectively in this digital age.

Computer Science Course Sequence

Game Design: Animation & Simulation (Optional Secondary Pathway)

Students completing this pathway will gain an understanding of the fundamental principles used at every stage of the game creation process.

Pathway Concepts & Applications

  • Game Creation Process: First, game genres and modes of play are explored in terms of the psychology of incentives, motivation to play, and social networking.
  • Character & World Building: Next, virtual characters and non-player characters are reviewed from concept drawing to 2D and 3D art, rigging, and animation. Level design, storytelling, and animation are then added to develop a virtual world around the characters.
  • Broader Applications: These same techniques are at work in training simulator systems, virtual shopping experiences, augmented reality, and a number of other important career options.
  • Creative Foundations: Programs can provide a foundation of traditional drawing, illustration, and art courses to make way for 2D and 3D animation, storytelling, character development, audio, and game technology.

Game Design Course Sequence

Nine formally dressed individuals, three women in the foreground and six men in the background, pose in front of a large screen and a clock on a white wall.
A group of students stands in front of a modern brick building with large blue-tinted windows, under a sign that reads %22ALLIANCE ACADEMY FOR INNOVATION.%22
A large, white, square table with chairs sits in the foreground of a room filled with computer monitors and screens displaying various data in the background.
A group of young people stand in the foreground, facing a woman presenting at an IBM Client Center in the background.
A large group of people poses for a photo in front of a building with lush greenery lining a pathway.