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Session: 2022/23
Last modified: 05/04/2022 09:53:30
Title of Module: Object Oriented Programming Part 2 |
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Code: COMP07080 |
SCQF Level: 7 (Scottish Credit and Qualifications Framework) |
Credit Points: 10 |
ECTS: 5 (European Credit Transfer Scheme) |
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School: | School of Computing, Engineering and Physical Sciences |
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Module Co-ordinator: | Thomas
Hainey |
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Summary of Module |
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The module is an introduction to Object-Oriented Programming in C++ to adhere to game industry and TIGA requirements. The module consists of the following class activities in a flexible hybrid capacity to meet the UWS Curriculum Framework:
-Basic Programming Constituents, C++ Basic Syntax and History
-Constants, Variables, Enumerations
-Algorithms, Truth, Branching and the Game Loop
-Functions, Methods and Parameters
-The Standard Template Library - Vectors and Iterators
-Pointers and Smart Pointers
-Classes and objects
-Static Object Creation
-Dynamic Memory Allocation
-Software Testing
The module will allow students to become acquainted with utilisation of C++ in an Integrated Development Environment (MS Visual Studio 2019/2022) and provide them with foundational C++ to allow a smooth learning transition into Unreal Scripting and also allow easier assimilation of Programming AI for Games and Games Console Development in later years in the Computer Games Development Programme. The module will also allow student appreciation of the fact that learning programming principles is preferrable to learning a particular language and that the pragmatic programmer suggest learning a new language every year in terms of transferrable skills. The module will provide a number of assessed labs with practical programming exercises and allow students to present their favourite programming language and perform a comparison of it either with C++ or C# for peer review and reflection.
- The module will be an introduction to Object Oriented Programming in C++ to enhance student options and appreciation of transferrable skills between languages.
- The module will be student centred and enable a convenient combination of live interactive class activities, lab and practical exercises, remote and on-campus experiences that are recorded for student convenience.
- The module will allow students to work on a number of small practical programming examples.
- The module will allow students to present in front of peers what their favourite programming language is and allow them to perform a comparison.
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Module Delivery Method |
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Face-To-Face | Blended | Fully Online | HybridC | HybridO | Work-based Learning |
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Face-To-Face
Term used to describe the traditional classroom environment where the students and the lecturer meet synchronously in the same room for the whole provision.
Blended
A mode of delivery of a module or a programme that involves online and face-to-face delivery of learning, teaching and assessment activities, student support and feedback. A programme may be considered “blended” if it includes a combination of face-to-face, online and blended modules. If an online programme has any compulsory face-to-face and campus elements it must be described as blended with clearly articulated delivery information to manage student expectations
Fully Online
Instruction that is solely delivered by web-based or internet-based technologies. This term is used to describe the previously used terms distance learning and e learning.
HybridC
Online with mandatory face-to-face learning on Campus
HybridO
Online with optional face-to-face learning on Campus
Work-based Learning
Learning activities where the main location for the learning experience is in the workplace.
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Term(s) for Module Delivery |
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(Provided viable student numbers permit).
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Term 1 | | Term 2 |  | Term 3 | |
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Learning Outcomes: (maximum of 5 statements) |
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On successful completion of this module the student will be able to:
L1.
understand basic programming fundamentals including object orientation in C++
L2.
demonstrate use of standard programming constructs for selection, iteration and data structures and collections in C++
L3.
demonstrate use of object based programming in C++
L4.
compare and contrast programming languages to facilitate soft skills and transferrable skills |
Employability Skills and Personal Development Planning (PDP) Skills |
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SCQF Headings |
During completion of this module, there will be an opportunity to achieve
core skills in:
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Knowledge and Understanding (K and U) |
SCQF Level 7.
Basic rudimentary programming knowledge in relation to code structure and construction of C++ programs in an Integrated Development Environment (MS Visual Studio 2019/2022). Knowledge of the 4 pillars of Object Oriented Programming in a C++ context including encapsulation, abstraction, inheritance and polymorphism. |
Practice: Applied Knowledge and Understanding |
SCQF Level 7.
Practical programming problems and exercises will be associated with each assessible lab to provide authentic assessment. Use the following basic computing skills, practices, techniques and materials: Selecting an appropriate data type, developing simple algorithms using expressions and statements, use of selection and repetition constructs, defining more complex data types involving records and arrays, managing a collection, iterating through a collection, creating functions, calling functions, passing parameters into and out of functions, creating a simple user-interface, interactivity in code. Algorithm design, writing and correcting code, using development tools to build programs, finding errors in programs. Employing encapsulation as an object oriented programming design technique. |
Generic Cognitive skills |
SCQF Level 7.
The module will enhance problem solving, critical thinking, reflection and analysis. |
Communication, ICT and Numeracy Skills |
SCQF Level 7.
The module will nurture soft skills - particularly communication by allowing the learners to present their favourite programming language in front of their peers and allow then to compare it to C++ or C#. Use an integrated development environment in developing a software application. |
Autonomy, Accountability and Working with others |
SCQF Level 7.
There will be a class programming exercise proposed each week to foster online collaboration. |
Pre-requisites: |
Before undertaking this module the student should have
undertaken the following:
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Module Code: COMP07070
| Module Title: Object Oriented Programming 1
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Other: | Object Oriented Programming 1 |
Co-requisites | Module Code:
| Module Title:
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* Indicates that module descriptor is not published.
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Learning and Teaching |
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The learning and teaching will be facilitated in a student cantered fashion with interactive class activities to present the core material which will be available synchronously and asynchronously and will be live and recorded for student convenience. The practical lab exercises will be issued to allow students to complete them at their convenience and their will be group class exercises and interactive quizzes to allow student to collaborate. On-line and on-campus lab sessions will be available to allow students to have unencumbered access to resources. |
Learning Activities During completion of this module, the learning activities undertaken to
achieve the module learning outcomes are stated below:
| Student Learning Hours (Normally totalling 200 hours): (Note: Learning hours include both contact hours and hours spent on other learning activities) |
Lecture/Core Content Delivery | 6 |
Laboratory/Practical Demonstration/Workshop | 18 |
Practice Based Learning | 76 |
| 100
Hours Total
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**Indicative Resources: (eg. Core text, journals, internet
access)
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The following materials form essential underpinning for the module content
and ultimately for the learning outcomes:
Soustrup, B. (2014). Programming: Principles and Practice Using C++. 2nd Edition. Addison-Wesley. [Also available as an e-book in Kindle format from www.amazon.co.uk]
Lafore, R.(2001). Object-oriented Programming with C++. 4th Edition. Sams. [Also available as an e-book in Kindle format from www.amazon.co.uk]
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(**N.B. Although reading lists should include current publications,
students are advised (particularly for material marked with an asterisk*) to
wait until the start of session for confirmation of the most up-to-date
material)
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Engagement Requirements |
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In line with the Academic Engagement Procedure, Students are defined as academically engaged if they are regularly engaged with timetabled teaching sessions, course-related learning resources including those in the Library and on the relevant learning platform, and complete assessments and submit these on time. Please refer to the Academic Engagement Procedure at the following link: Academic engagement procedure
Where a module has Professional, Statutory or Regulatory Body requirements these will be listed here: In line with the Academic Engagement and Attendance Procedure, Students are defined as academically engaged if they are regularly engaged with timetabled teaching sessions, course-related learning resources including those in the Library and on Moodle, and complete assessments and submit these on time. Please refer to the Academic Engagement and Attendance Procedure at the following link: Academic engagement and attendance procedure
For the purposes of this module, academic engagement equates to the following: Students are expected to access lecture materials and other class materials (e.g., videos) through the University’s VLE and complete the coursework and meet submission deadlines. Failure to do so will be regarded as an indicator of disengagement with the module. |
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Supplemental Information
Programme Board | Computing |
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Assessment Results (Pass/Fail) |
No
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Subject Panel | Creative Technologies |
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Moderator | Dr. Gavin Baxter |
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External Examiner | Professor Nicola Whitton |
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Accreditation Details | |
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Version Number | 1 |
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Assessment: (also refer to Assessment Outcomes Grids below) |
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Practical Programming Exercises for each class activity and interactive quizzes. |
Presentation of favourite Programming language and a compare and contrast of previously experienced programming languages. |
Class Test |
(N.B. (i) Assessment Outcomes Grids for the module
(one for each component) can be found below which clearly demonstrate how the learning outcomes of the module
will be assessed.
(ii) An indicative schedule listing approximate times
within the academic calendar when assessment is likely to feature will be
provided within the Student Handbook.)
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Assessment Outcome Grids (Footnote A.)
Footnotes
A. Referred to within Assessment Section above
B. Identified in the Learning Outcome Section above
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Note(s):
- More than one assessment method can be used to assess individual learning outcomes.
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Schools are responsible for determining student contact hours. Please refer to University Policy on contact hours (extract contained within section 10 of the Module Descriptor guidance note).
This will normally be variable across Schools, dependent on Programmes &/or Professional requirements.
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Equality and Diversity |
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This module is suitable for any student. The assessment regime will be applied flexibly so that a student who can attain the practical outcomes of the module will not be disadvantaged. When a student discloses a disability, or if a tutor is concerned about a student, the tutor in consultation with the School Enabling Support co-ordinator will agree the appropriate adjustments to be made. The module will adhere to the 5th core principle of the Curriculum Framework by recognising the diversity of the student body and the requirement to be accessible to all i.e. a combination of remote and on-campus in the ethos of hybrid delivery. UWS Equality and Diversity Policy UWS Equality and Diversity Policy |
(N.B. Every effort
will be made by the University to accommodate any equality and diversity issues
brought to the attention of the School)
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