Computational Thinking - TFT00018C

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  • Department: Theatre, Film and Television
  • Module co-ordinator: Prof. Marian Ursu
  • Credit value: 30 credits
  • Credit level: C
  • Academic year of delivery: 2018-19

Module occurrences

Occurrence Teaching cycle
A Spring Term 2018-19 to Summer Term 2018-19

Module aims

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.

Module learning outcomes

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.

Assessment

Task Length % of module mark
Practical
Open assessment programming assignment. A short programming assignment with a max 1000 word report.
N/A 30
Practical
Open assessment programming assignment. Open assessment. A long programming assignment with a max 2500 word report.
N/A 70

Special assessment rules

None

Reassessment

Task Length % of module mark
Practical
Open assessment programming assignment. A short programming assignment with a max 1000 word report.
N/A 30
Practical
Open assessment programming assignment. Open assessment. A long programming assignment with a max 2500 word report.
N/A 70

Module feedback

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 six weeks of submission, except in exceptional circumstances which will be communicated to the students.

Indicative reading

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



The information on this page is indicative of the module that is currently on offer. The University is constantly exploring ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary by the University. Where appropriate, the University will notify and consult with affected students in advance about any changes that are required in line with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.