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Introduction To Programming II

This module builds on programming skills from Introduction to Programming I. Students will work on case studies and a larger programming project using existing code. They will learn to customize code, use object orientation, and work with third-party libraries. The module aims to teach skills like adapting code, testing software, and managing project development. Students will be assessed through quizzes, assignments, and a substantial programming project submitted in two parts.

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Laila Hassan
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0% found this document useful (0 votes)
45 views

Introduction To Programming II

This module builds on programming skills from Introduction to Programming I. Students will work on case studies and a larger programming project using existing code. They will learn to customize code, use object orientation, and work with third-party libraries. The module aims to teach skills like adapting code, testing software, and managing project development. Students will be assessed through quizzes, assignments, and a substantial programming project submitted in two parts.

Uploaded by

Laila Hassan
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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BSc

Computer Science

Module Specification
Key Information
Module title Introduction to Programming II

Level 4 Credit value 15

Notional study hours


Member Institution Goldsmiths
and duration of course
150

Module lead author/


Subject matter expert
Module co-author

Rationale for the module


This module builds on and extends the programming skill set you developed in Introduction to
Programming I. You will study a collection of more extensive, case study programs and you will work
on a larger programming project from a pre-existing code base. Working on pre-existing computer
programs written by others is one of the most common activities for professional programmers, and
this module provides you with opportunities to gain vital experience in this area. Another common
activity for professional programmers that is covered in this module is the use of third-party libraries.

Aims of the module


This module is focused on adding to the basic programming skill set you developed in Introduction to
Programming I and giving you experience working with existing code and third-party libraries. By taking
this module, you will learn how to customise existing code, to implement basic object orientation and to
work with a range of third-party libraries.


Topics covered in this module:
The topics listed here are an approximation of what will be covered. The topics presented may be
slightly revised to ensure currency and relevance. Students will be advised of any changes in
advance of their study.

1. Object Orientation in Practice


2. Introducing case study – Drawing App
3. Introducing case study – Music Visualizer
4. Introducing case study – Data Visualisation
5. Extending the case studies – part 1
6. Extending the case studies – part 2
7. Extending the case studies – part 3
8. Asynchronous programming
9. Testing for stability and performance
10. Completing your project

Learning outcomes for the module


Students who successfully complete this module will be able to:

1. Use a range of basic programming techniques to create complete programs


2. Adapt existing code and adapt it to customise its functionality
3. Refactor code using basic object orientation to create extendable programs
4. Effectively manage the development of a project using an iterative approach
5. Interpret API documentation to make use of use third party libraries
6. Create a set of tests and use them to evaluate your software

Assessment strategy, assessment methods


Summative and Formative Assessments
The module will contain a range of summative and formative assessments. Summative assessments
are assessments which contribute directly towards your final grade. Formative assessments do not
count directly towards your final grade. Instead, they provide you with opportunities for low stakes
practice, and will often provide some sort of feedback about your progress. For example, a practice
quiz might provide you with feedback about why a particular answer was wrong.

This module will primarily be assessed through a substantial programming project. It will be submitted
in two parts: a work in progress submission mid-session and a final submission at the end of the
session. The project will be supplemented with continual assessment consisting of regular quizzes and
small programming assignments.

Assessment Activities
The table below lists the assessment activity types you might encounter taking the module. It also
states if that type of assessment can be automatically graded. For example, multiple choice quizzes
can be automatically graded, and so can some programming assignments. It also states if that type of
assessment will be found in the summative courseworks. More details about the summative
assessments are provided below.


Assessment activity Can it be automatically graded CW1 CW2
type with feedback in some cases?
Quiz X X X

Writing task X X

Programming task X X X

Peer review task X X

Pass Mark

In order to pass this module, you must achieve at least 35% in each element of summative
assessment and an overall weighted average of 40%, subject to the application of rules for
compensation. Please refer to the programme regulations for more information.

Summative Assessment Elements

This module will primarily be assessed through a substantial programming project.



Summative Components Percentage Deadline
Assessment of final
Component credit
Coursework 1 Work in progress 30% Mid
submission session
Coursework 2 Final Project Report 70% End of
session

The assessment for the project comprises two coursework components. The first is designed to take
15 hours to complete and is a work in progress report on the programming project. The second
coursework is designed to take 35 hours to complete and is the final report for the programming
project, including source code.

Learning resources
The module will draw on a number of different, largely web-based, public resources as well as the
resources produced as bespoke material for this module.

The programming language will be Javascript, with the p5js library used for graphical and interactive
programming functionality. The main external resource will be the set of online tutorials available from:

https://p5js.org/learn/

There is no required textbook for this course. Listed below are some books to supplement some of the
material covered in this course.

Getting Started with p5.js
Lauren McCarthy, Casey Reas, and Ben Fry , Make Community, 2015

The Pragmatic Programmer – Your Journey to Mastery
David Thomas, Andrew Hunt , Addison Wesley, 2019

Coders at Work: Reflections on the Craft of Programming
Peter Seibel, Apress, 2009

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