COMPUTERS AND CODING - 2017/8

Module code: DMA1010

Module provider

Music and Media

Module Leader

WOOLFORD KA Mr (Music & Med)

Number of Credits

15

ECTS Credits

7.5

Framework

FHEQ Level 4

JACs code

I130

Module cap (Maximum number of students)

N/A

Module Availability

Semester 2

Overall student workload

Independent Study Hours: 126

Lecture Hours: 10

Seminar Hours: 4

Tutorial Hours: 10

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Coursework creative Project 1 40
Coursework Coursework creative Project 2 60

Alternative Assessment

N/A

Prerequisites / Co-requisites

N/A

Module overview

This module introduces students with little or no computing background to the basics of building and controlling applications. The module begins with an overview of computer structure, programming, and scripting systems, and proceeds through basic elements of programming. The module covers the development of simple games as well as the use of scripting systems to control existing programmes and applications.

Module aims

Introduce students to the physical and conceptual structure of computers

Introduce students to scripting and development systems

Introduce students to the basic elements of programming such as expressions, conditionals, function, and loops

Introduce students to forms of input and output including mouse, keyboard, images and sound

Demonstrate how programmes and applications can be controlled through the use of scripts

Prepare students to make informed decisions about what approaches and techniques may be most suitable for a specific application.

Learning outcomes

Attributes Developed
1 Generate ideas, concepts, and creative projects in response to set briefs KC
2 Select, test and make appropriate use of software, processes and environments K
3 Demonstrate competence with software development and technologies K
4 Deliver and accept positive criticism of their own work, and the work of others KC
5 Select, test and make appropriate use of software, materials, processes and environments PT
6 Select and employ communication and information technologies. PT
7 Study independently, set goals, manage their own workloads and meet deadlines PT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Module content

Indicative content includes:


Overview of programming, scripting, and operating system structures
Variables
Functions
Logic and conditionals
Control Flow
Input/Output
Event driven models
Objects/Classes
Controlling images and sound
Embedded scripting
Creative Coding


 

Methods of Teaching / Learning

The learning and teaching strategy is designed to:

Develop technical skills in ways that facilitate creative independence and an ability to continue learning processes outside the classroom through the use of online tutorials, books, etc. Providing an overview of digital and media arts production techniques and pipelines

The learning and teaching methods include:

11 class sessions covering the following:


Lectures (1 hr x 10 weeks)
Hands-on instruction (1 hr x 10 weeks)
Seminars (2 hrs x 2 weeks)


These lectures, seminars and hands-on instruction are organised in order to:


Introduce techniques
Give students in-class experience with the techniques
Attempt the techniques independently
Provide techique-specific technical feedback.


Sessions are taught in bespoke School of Arts labs. Computers and development software are supplied by the School of Arts but students may use their own equipment as desired.

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to develop and demonstrate their understanding of production techniques and compositional skills while also encouraging students to experiment and work continually through the semester (rather than attempting to create work just before deadlines.)

As a first year module, the weighting of the final assessment provides students time to come to terms practice-based assessment procedures, which may be different from what they have experienced previously. The module is assessed entirely through coursework to allow students to focus on assessments in other modules during the exam period.

Thus, the summative assessment for this module consists of:


Coursework - Weekly Assignments (20%), week 2, 3, 4, 5, 7, 8, 9, 10
Coursework - Creative Project (30%), week 6
Coursework - Creative Project (50%), week 13


Formative assessment and feedback


The module includes weekly assignments covering the programming skills required for each of the briefs.
Continuous formative assessment is given through timetabled hands-on sessions and individual tutorials. Work-in-progress presented will be given direct feedback regarding its quality and standard at these times.
During the 2 seminar sessions held the week prior to submission of assessed works (weeks 5  and 11), students are given individualised technical support and immediate feedback on their works in progress.

Reading list

Reading list for COMPUTERS AND CODING : http://aspire.surrey.ac.uk/modules/dma1010

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Digital Media Arts BA (Hons) 2 Compulsory A weighted aggregate mark of 40% is required to pass the module
Film and Video Production Technology BSc (Hons) 2 Compulsory A weighted aggregate mark of 40% is required to pass the module
Film and Video Production Technology BA (Hons) 2 Compulsory A weighted aggregate mark of 40% is required to pass the module

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2017/8 academic year.