CREATIVE CODING - 2019/0
Module code: DMA1016
In the hands of the digital artist, computers and software are fundamental creative production tools. This
module introduces the core concepts of writing code and in particular using programming software to
create audio-visual and artistic applications. Using the latest creative coding frameworks and techniques,
students with or without any prior programming knowledge will develop skills and techniques enabling the
rapid development of interesting creative audio-visual and artistic compositions, including simple games,
interactive pieces, animations and screen artworks.
Music and Media
WOOLFORD Kirk (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 4
JACs code: I114
Module cap (Maximum number of students): N/A
Prerequisites / Co-requisites
Indicative content includes:
Overview of programming, scripting, and operating system structures
Logic and conditionals
Event driven models
Controlling images and sound
|Assessment type||Unit of assessment||Weighting|
|Coursework||COURSEWORK (including in-class and 'homework' assignments, plus cumulative creative project briefs)||100|
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 improve their coding skills continually through the semester.
The summative assessment for this module consists of cumulative assignments to be confirmed on delivery of the module.
Formative assessment and feedback
The module may include various in-class and ‘homework’ assignments to cumulatively reinforce learning.
Continuous formative assessment is given through hands-on sessions and individual tutorials. Work-in-progress presented will be given direct feedback and guidance.
Approximately midway through the module, specific feedback and guidance will be provided on the basis of a tester assignment which consolidates cumulative learning and progress.
- 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
|001||Generate ideas, concepts, and creative projects in response to set briefs||CK|
|002||Select, test and make appropriate use of software, processes and environments||K|
|003||Demonstrate competence with software development and technologies||K|
|004||Deliver and accept positive criticism of their own work, and the work of others||CK|
|005||Select, test and make appropriate use of software, materials, processes and environments||PT|
|006||Select and employ communication and information technologies.||PT|
|007||Study independently, set goals, manage their own workloads and meet deadlines||PT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Overall student workload
Independent Study Hours: 126
Lecture Hours: 10
Seminar Hours: 4
Tutorial Hours: 10
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:
These lectures, seminars and hands-on instruction are organised in order to:
Give students in-class experience with the techniques
Attempt the techniques independently
Provide technical feedback.
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list for CREATIVE CODING : http://aspire.surrey.ac.uk/modules/dma1016
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 2019/0 academic year.