In this technical module you will learn to solve problems with computers using algorithmic abstractions and computational models. This includes thinking about how to effectively model systems using data structures and object oriented design. You will continue to develop your programming skills in Processing, turning your ideas into prototypes. With these principles, you will be equipped to quickly understand approaches taken in contemporary development platforms, and understand how to use your skills to implement increasingly complex interactive media applications.
Occurrence | Teaching cycle |
---|---|
A | Spring Term 2020-21 to Summer Term 2020-21 |
Module Aims:
To develop students understanding of data structures and algorithms, specifically to introduce them to the skills of computational thinking.
To develop skills in relation to abstraction and automation of problems.
To advance student skills for modelling problems and programming solutions in a multimedia context.
Subject content
Perform computational thinking, relating to abstraction and automation as a way of solving problems, designing systems and linking to human behaviour.
Model problem spaces and design computational solutions using data structures and algorithms.
Transform such designs in working programmes implemented in programming languages focusing on digital media (e.g. Processing).
Understand the nature of software design and engineering.
Academic and graduate skills
Solve unseen problems and deliver tested working solutions.
Abstract from detail and design solutions using programming abstractions.
Communicate technical information and programming solutions effectively.
Task | Length | % of module mark |
---|---|---|
Practical Programming assignment (basic) |
N/A | 30 |
Practical Programming assignment (complex) |
N/A | 70 |
None
Task | Length | % of module mark |
---|---|---|
Practical Programming assignment (basic) |
N/A | 30 |
Practical Programming assignment (complex) |
N/A | 70 |
Students will receive individual oral feedback for the weekly practical lab sessions, during the lab sessions.
Students will receive written feedback on coursework assignments using a proforma identifying key requirements and marks awarded for sections of the assignment. This will be available within 20 working days of submission, except in exceptional circumstances which will be communicated to the students.
Indicative type of book:
Data Structures for Game Programmers, Ron Penton, Premier Press, 2003.
Online resources in the field are very reliable and include:
http://www.greenteapress.com/thinkapjava/
http://www.google.com/edu/computational-thinking/index.html
Coronavirus (COVID-19): changes to courses
The 2020/21 academic year will start in September. We aim to deliver as much face-to-face teaching as we can, supported by high quality online alternatives where we must.
Find details of the measures we're planning to protect our community.