Programme specification

This programme specification is aimed at prospective students and represents the most current course structure.

SECTION A: DETAILS OF THE COURSE AND AWARD

Programme: COMPUTER GAMES (INCLUDING YEAR ABROAD)
Awarding body: University of Essex
Teaching institution: University of Essex
Department: Computer Science and Electronic Engineering (School of)
Professional accreditation: British Computer Society
Final award: bsc
NQF Level of Qualification: Honours
Full / Part Time Full-time
QAA Benchmark Group: Computing
JACS code: G612
Publication date: 02/10/2012
Admission criteria:
if the applicant does not meet the specified criteria, he or she may discuss the application with the Head of Undergraduate or Head of Postgraduate admissions.
A-level: 300 points, including BB at A-level
GCSE Mathematics and one science: C
BTEC National: DDM
Scottish Highers: AABB, including Standard Mathematics grade 3
IB: 32 points, including Standard Mathematics grade 4

SECTION B: PROGRAMME AIMS, OUTCOMES, LEARNING AND ASSESSMENT METHODS

This section provides a concise overview of the programme of study, identifying the aims, learning outcomes and the corresponding methods of learning, teaching and assessment.

Programme: bsc COMPUTER GAMES (INCLUDING YEAR ABROAD)

Programme aims:

BSc Computer Games is a 3 year programme of study. Its teaching aims are: 1) to equip students with the knowledge and skills that are currently in high demand in the computing industry and in the wider economy 2) to provide students with a foundation for further study and research 3) to enable students to acquire a broad understanding of computer science, whilst providing opportunities for them to develop special expertise in computer games 4) to develop the students' ability to make an effective contribution to team-based activity 5) to encourage students to adopt an investigative approach and develop autonomous study skills in order to ensure their continuing professional development 6) to provide students with an understanding of the industrial context and an appreciation of a range of external factors that affect the work of the computer professional.

Programme Learning Outcomes

On successful completion of the programme a graduate should demonstrate knowledge and skills as follows:

expand paragraph   A: Knowledge and Understanding

A1 : Principles, techniques and processes of project management.
A2 : The industrial context and the professional, legal and ethical responsibilities of computer scientists
A3 : Mathematical principles that underpin the analysis and generation of computing models and algorithms
A4 : Programming models, languages and development environments
A5 : Computer systems, including computer architecture, operating systems, embedded computer systems and computer networks
A6 : Information systems, including data modelling, database design, information retrieval and visualisation, and access via interactive web pages
A7 : Systems analysis and software development processes
A8 : Principles and techniques in computer games development, including game theory and design, software tools for game creation, and the architecture of virtual worlds and massively multiplayer online games.
A9 : Principles, techniques and applications in those areas of computer science or related disciplines in which the student has chosen to develop special expertise

expand paragraph   B: Intellectual/Cognitive Skills

B1 : Analyse a given problem and select the most appropriate methods for its solution.
B2 : Evaluate the relative strengths of a range of theories, techniques, tools, languages etc used in the design and construction of computer-based systems.
B3 : Interpret the contents of articles and other sources, and form a critical judgement of their relative importance and relevance to an area of study.
B4 : Construct informed, succinct and reasoned descriptions of, and proposals for, computer-based systems.

expand paragraph   C: Practical Skills

C1 : Make effective use of a range of theories, techniques, programming languages, operating systems, design support tools and development environments.
C2 : Specify, design, implement, test and document a computer-based system.
C3 : Work as a member of a team, contributing to the planning and execution of a system development task.
C4 : Propose, plan, undertake and report a self-directed individual programme of investigation, design and implementation.

expand paragraph   D: Key Skills

Communication:  D1 : Communicate effectively in written reports and oral presentations using appropriate terminology and technical language.
IT Skills:  D2 : Retrieve information using search engines, browsers and catalogues; use appropriate IT facilities to prepare and present technical reports in various formats (documents, oral presentations).
Numeracy:  D3 : Use mathematical techniques in the processes of analysis and design
Problem Solving:  D4 : Analyse complex problems and design effective solutions.
Working with Others:  D5 : Plan and manage team projects using available support tools; work effectively as part of a team.
Self Learning:  D6 : Organise activity and manage time in a programme of self-directed study.

Learning, Teaching & Assessment Methods or Strategies for the following:

expand paragraph   A: Knowledge and Understanding

Learning Methods

Lectures are the principal method of delivery for the concepts and principles involved in outcomes A1 - A9. Students are also directed to reading from textbooks, academic papers and material available on-line.

Understanding is reinforced by means of exercise classes, discussion groups, laboratories, assignments and project work.

Specialist knowledge of software engineering (A5) is further developed during individual supervision of the final year individual project.

Assessment Methods

Achievement of knowledge outcomes is assessed primarily through unseen closed-book examinations, and also through marked coursework.

An assessment of the understanding of underlying concepts and principles forms part of the overall assessment of the final year individual project report and oral presentation.
Principles and techniques in computer games development, including game theory and design, software tools for game creation, and the architecture of virtual worlds and massively multiplayer online games.

Principles, techniques and applications in those areas of computer science or related disciplines (other than computer games) in which the student has chosen to develop special expertise.

expand paragraph   B: Intellectual/Cognitive Skills

Learning Methods

The basis for intellectual skills is provided in lectures, and they are developed by means of recommended reading, guided and self directed study, assignments and project work.

B1 is a key element of most assignments and project work.

B2 is developed through exercises and exposure to a range of systems software.

B3 is developed through guided reading and tutor led discussion groups.

B1 - B4 are all important aspects of the final year project, and are developed in the course of individual supervision.

Assessment Methods

Achievement of intellectual skills is assessed primarily through unseen closed-book examinations, and also through marked assignments and project work.

expand paragraph   C: Practical Skills

Learning Methods

Practical skills are developed in exercise classes, laboratory classes, assignments and project work.

C1 is developed through exercises and exposure to a range of systems software.

Various aspects of C2 are acquired in programming, software engineering and other assignments, and further developed in team and individual project work.

C3 is developed in group assignments and the first and second year team projects.

C4 is developed during the supervision of the final year individual project.

Assessment Methods

Achievement of practical skills is assessed through marked coursework, project reports, oral presentations and demonstrations of completed systems.

expand paragraph   D: Key Skills

Learning Methods

Students learn key skills in research, problem solving, communication and team project work in the first year module CE111, and thereafter the development of key skills forms an integral part of their overall learning activity. In particular

D1 and D2 are developed in team and individual project work.

D2 is developed through the use of the internet as a major information source, and practice in the use of tools such as Word and PowerPoint.

D3 and D4 are developed in exercises and assignments.

D5 is developed in group assignments and the first and second year team projects.

D6 is developed in the final year individual project.

Assessment Methods

Assessment of the key skills D3 and D4 is intrinsic to subject based assessment.

The assessment of project work includes specific allocations of credit for project management (D5, D6) and the quality of presentations (D1 and D2).

An individual's contribution to team projects (D5) is determined by means of a submission containing reflective and self-assessment components.

The assessment of the final year individual project report includes specific allocation of credit for the quality, extent and relevance of a bibliography, including internet sources (D2).


SECTION C: COURSE STRUCTURE

Please refer to your option list as issued by the department where necessary, and view module details in the module directory.

Additional notes on module choices:

First Year Autumn Term exams will take place in week 15, the week before the start of the Spring Term. All other exams will take place during the main examination period in May / June of the academic year.

expand paragraph   Year 1

Component No.Module CodeModule TitleStatus in Award
01CE101-4-SPPROFESSIONAL DEVELOPMENTCore
02CE141-4-AUMATHEMATICS FOR COMPUTINGCore
03CE151-4-AUINTRODUCTION TO PROGRAMMINGCore
04CE152-4-SPOBJECT-ORIENTED PROGRAMMINGCore
05CE153-4-AUINTRODUCTION TO DATABASESCore
06CE154-4-SPWEB DEVELOPMENTCore
07CE155-4-SPNETWORK FUNDAMENTALSCore
08CE161-4-AUDIGITAL SYSTEMS ARCHITECTURECore

expand paragraph   Year 2

Component No.Module CodeModule TitleStatus in Award
01CE201-5-SPGROUP PROJECT & INDUSTRIAL PRACTICECore
02CE203-5-AUAPPLICATION PROGRAMMINGCore
03CE204-5-SPDATA STRUCTURES AND ALGORITHMSCore
04CE213-5-AUARTIFICIAL INTELLIGENCECore
05CE217-5-FYCOMPUTER GAME DESIGNCore
06CE218-5-SPCOMPUTER GAME PROGRAMMINGCore
07CE221-5-AUC++ PROGRAMMINGCore
08ONE LEVEL 5 OPTION FROM LIST (15 CREDITS)Core with Options

expand paragraph   Year 4

Component No.Module CodeModule TitleStatus in Award
01CE301-6-FYINDIVIDUAL PROJECTCore
02CE313-6-AUINTELLIGENT AGENTSCore
03CE317-6-FYVIRTUAL WORLDSCore
04CE318-6-AUGAMES CONSOLE PROGRAMMINGCore
05ONE LEVEL 6 OPTION FROM LIST (15 CREDITS)Core with Options
06ONE LEVEL 6 OPTION FROM LIST (15 CREDITS)Core with Options
07ONE LEVEL 6 OPTION FROM LIST (15 CREDITS)Core with Options


SECTION D: RULES OF ASSESSMENT

Rules of assessment are here: http://www2.essex.ac.uk/academic/students/ug/rules.htm

Assessment information for individual modules can be found on the Module Directory at http://www.essex.ac.uk/courses/

See also: details of individual modules in the module directory and links to course materials and resources in the Course Materials Repository.

External Examiner Information

  • Name: Prof Peter Cowling
  • Institution: THE UNIVERSITY OF YORK
  • Academic Role: Prof of Artifical Intelligence

NOTE

The University of Essex Programme Specifications Catalogue is updated annually in April/May. The specifications represent the most current course structures and may be subject to review and change. Should you have any queries about the Catalogue's pages, please contact the Course Records Team, Systems Administration Office, Academic Section; email: crt (non Essex users should add @essex.ac.uk)