Module Title:Programming (Elective1-Core)
Language of Instruction:English
Credits: 20
NFQ Level:6
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: A mix of traditional lectures and programming practicals and projects that will enable the student to apply the problem solving skills necessary for games object oriented programming to develop complete programs. Also a tutorial where students can get help with areas of the course that they are having difficulty with.
Module Aim: To provide the student with: 1. The problem solving skills necessary for well defined object oriented programs; 2. The basic concepts of object oriented programming; 3. The capability to develop simple games programs.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Utilise problem solving techniques to analyse a well defined problem and develop a solution for it;
LO2 Produce maintainable programs with suitable documentation and standards;
LO3 Define and utilise the concepts of variables and data types;
LO4 Apply different sequences in programming;
LO5 Compare and apply the necessary program control structures in their code;
LO6 Create programs to manipulate and use strings and arrays, and use class libraries;
LO7 Design a game including game description, class diagrams and research of complex areas of game.
LO8 Describe and apply the basic concepts of object-oriented programming concepts;
LO9 Design, develop, test, and debug simple object-oriented games programs.
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
1
Introduction to problem solving: algorithms & pseudocode; translating pseudocode into program code; Introduction to a relevant language; identifiers, keywords, comments.
2.
Data types, variables, assignment statements, constants, arithmetic expressions and operators.
3.
Program control constructs and their uses - sequence, iteration and selection, flow of control.
4.
Strings: storage, string manipulation, string classes and methods.
5.
Objects: Encapsulation, classes, objects, methods, instance & local variables, scope, method parameters & return types, pass by value parameters, reference variables, access modifiers, object creation, object initialisation & constructors.
6.
Arrays: concepts, declarations, creation, arrays of objects, sorting and searching arrays, 2-Dimensional arrays.
7.
Introduction to I/O: File handling concepts, file streams, reading & writing to text files.
8.
Game design including game description (genre, goals, progression etc), class diagrams and research of complex areas of game (including pseudocode).
Assessment Breakdown%
Project35.00%
Practical30.00%
End of Module Formal Examination35.00%
No Continuous Assessment
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project A number of projects (2 or more) to be given throughout the year, to be done in the labs and on the students own time. At least one project to include 1d arrays, 2d arrays, multiple classes, file handling. 1,2,3,4,5,6,7,8,9 35.00 Sem 1 End
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation A number of practical programming lab exercises and exams to be given. Some written lab exercises and written exams. The written exams should be a similar format and standard to their final exam examinations. 1,2,3,4,5,6,7,8,9 30.00 n/a
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam The final examination will include questions on many aspects of the course. 1,2,3,4,5,6,7,8,9 35.00 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 4.00
Laboratory 30 Weeks per Stage 4.00
Estimated Learner Hours 30 Weeks per Stage 4.00
Tutorial 30 Weeks per Stage 1.00
Total Hours 390.00
 

Module Delivered In

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