Module Title: | Computer Architecture for Games Devices |
Module Delivered In |
No Programmes
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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.
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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
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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.
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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
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Logic
Logic, Logic Gates and Circuits
Flip flops, Adders and Decoders
Analogue/Digital; Switching elements; Logic gates; Logic circuits, types and examples.
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Software Models
Introduction to the layers of software / firmware architecture
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Memory
RAM / ROM, Primary memory: organisation and operation; cache. Computer memory: Types, costs, organization and operation, speed.
Data storage devices
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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.
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Assessment Breakdown | % |
Continuous Assessment | 10.00% |
Project | 20.00% |
Practical | 10.00% |
End of Module Formal Examination | 60.00% |
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 |
SETU Carlow Campus 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 |
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