Module code: DMA1016

Module Overview

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.

Module provider

Music and Media

Module Leader

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

Module Availability

Semester 2

Prerequisites / Co-requisites


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

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework COURSEWORK (including in-class and 'homework' assignments, plus cumulative creative project briefs) 100

Alternative Assessment


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 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.

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

Learning outcomes

Attributes Developed
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

Attributes Developed

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:

  • Lectures

  • Hands-on instruction

  • Seminars

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 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

Reading list for CREATIVE CODING :

Other information


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.