Module Title:Computer Architecture for Games Devices
Credits: 10
NFQ Level:6
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: Combination of lecture and laboratory sessions. Lectures will provide traditional theory. Laboratory sessions will employ formative practical/assessment sheets and learning assembly language. Project work will be based on programming in assembly language on an embedded games device
Module Aim: Introduce the structure, role and function of components that constitute a computer system. Examine the architecture of a computer system including constituent components, buses, memory, CPU, instruction set of a microprocessor and connected peripherals. Introduce assembly language programming on an embedded games device
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Identify the architectural components of a computer, and understand the role of each component and inter-connector
LO2 Understand and differentiate between hardware, software and firmware
LO3 Understand the operation of a microprocessor and develop assembly language programs for embedded games devices
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
 

Module Content & Assessment

Indicative Content
Hardware
Introduction to Computer Hardware. Structure of a computer: CPU architecture and operation, memory, I/O; ALU, registers, fetch/execute cycle, and buses. I/O devices.
Number Systems and Data Representation
Understanding and using numbers expressed in different bases. Unsigned and signed data types, addition and subtraction, floating-point representation, precision and accuracy and character storage ASCII and Floating Points
Logic
Logic, Logic Gates and Circuits Flip flops, Adders and Decoders Analogue/Digital; Switching elements; Logic gates; Logic circuits, types and examples.
Software Models
Introduction to the layers of software / firmware architecture
Memory
RAM / ROM, Primary memory: organisation and operation; cache. Computer memory: Types, costs, organization and operation, speed. Data storage devices
Assembly Language
Introduction to 68000 and 8-bit Atmel Micro-controller ATmega644 processors and instruction sets. Machine language, displaying and modifying of register and memory contents. Instruction sets: characteristics and function, modes and formats, data types, addressing, flow of control.
Assessment Breakdown%
Continuous Assessment10.00%
Project20.00%
Practical10.00%
End of Module Formal Examination60.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Other Quiz and case study 1,2 10.00 Every Week
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Assembly Programming 3 20.00 Week 22
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Laboratory based practicals 1,2 10.00 Every Second Week
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam No Description 1,2,3 60.00 End-of-Semester

ITCarlow reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 30 Weeks per Stage 1.50
Laboratory 30 Weeks per Stage 1.00
Estimated Learner Hours 30 Weeks per Stage 2.00
Total Hours 135.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 1 Mandatory