Awards
Target Award
Award Description:Bachelor of Science with Honours (SW) (Fnd) - SBSHF
Alternative Exit
Alternative Exit
Alternative Exit
Recruitable Target
Alternative Exit
Alternative Exit
Accreditation
BCS, the Chartered Institute for IT
Programme Offerings
Full-Time
F2F-JMU-SEP
Sandwich Year Out
F2F-JMU-SEP
Educational Aims of the Course
The specific aims of the programme are as follows: • To provide students with a comprehensive understanding of current and developing computer games technologies and research issues. • To provide students with relevant technical skill and experience in computer games development. • To provide a platform for career development, innovation and/or further postgraduate study. • To develop students' analytical, creative, problem-solving and evaluation skills • To help our students to develop the skills to become autonomous learners. • To encourage students to engage with the development of employability skills by completing a self-awareness statement. • To develop students' skill in researching, analysing and implementing innovative and revolutionary game development technologies. • For students undertaking a placement year the aim is to provide students with an extended period of work experience at an approved partner that will complement their programme of study at LJMU. This will give the students the opportunity to develop professional skills relevant to their programme of study, as well as attitude and behaviours necessary for employment in a diverse and changing environment. The programme meets the QAA benchmark statements for the subject of Computing.
Learning Outcomes
1.
Critically analyse software tools used in computer games development.
2.
Evaluate relevant mathematical, artificial intelligence and game physics concepts in game software development.
3.
Apply structured and formal software engineering techniques in the development of game software.
4.
Analyse differences programming languages and software development tools in terms of their suitability in computer games development.
5.
Implement two-dimensional and three-dimensional interactive graphical application using appropriate graphics API.
6.
Critically reflect on innovative and revolutionary technologies in game development
7.
Plan, conduct and report a research project.
8.
Deploy a game level editor to produce a computer game level
9.
Deploy appropriate software tools to create game assets and conditioning in a game engine
10.
Evaluate safe memory and hardware resource management techniques in a game programming context
11.
Work professionally as a member of a team.
12.
Plan and execute designs for a complex computer game
13.
Identify appropriate tools and techniques to be used for an investigation.
14.
Plan and manage an IT project.
15.
Deploy a wide range information technology for effective information retrieval.
16.
Communicate complex information effectively by written or verbal means.
17.
Identify job roles and opportunities that reflect personal interest and expertise.
18.
Plan and manage personal learning and development.
19.
Implement a computer game’s software using a software development process.
20.
Represent complex design and implementation aspects of a computer game with appropriate software documentation
21.
Critically reflect on professionalism and ethics relating to computer games development practice.
22.
Identify computer science challenges and their impacts upon computer games development.
23.
Apply computing knowledge to the lifecycle of computer games development and digital content production workflow.
24.
Evaluate core concepts behind interactive computer graphics, real-time rendering and computer animation techniques.
25.
Evaluate core mathematics principles used in computer graphics applications and computer game software.
Teaching, Learning and Assessment
Core knowledge and understanding are achieved through the use of a range of appropriate teaching methods. Based on the philosophy that students learn through active participation, these methods will incorporate, whenever possible, student-oriented activities and practical work. Students are motivated by being given a specific task with an achievable outcome, ranging from completion of a small tutorial exercise to a full-scale individual project at level six. Acquisition of programme outcomes are done through a combination of lectures, tutorials, workshop, laboratory work, coursework (both individual and team work),project and guided independent study. Throughout the learner is encouraged to undertake independent reading and tutorials both to supplement and consolidate what is being taught / learnt and to broaden their individual knowledge and understanding of the subject. The Knowledge and Understanding Learning Outcomes will be assessed via formal examination, individual and team coursework, demonstration of practical work, and completion of project at level six. Assessment method for each module is specified in modules specification. Each module is assessed by examination and/or coursework. Subject specific skills are developed through a mixture of small group tutorials, workshops, team working, course work assignments and projects. Subject specific skills are assessed by coursework and formal exams. The level six project will demonstrate most of the student's ability in this area. Assessment method for each module is specified in modules specification. Practical skills are developed throughout the programme. The basic skills are provided at the lower levels. These are supplemented at higher levels by more advanced tools and techniques. Some of these skills are practised in the placement year. Specialist software is available in labs or from specified PCs in the libraries. Practical skills are reinforced by the use of workshop-based sessions at each level, and the production of a portfolio of game project. The various computer programming modules at levels four and five provide relevant practice in industry standard languages. Problem solving skill is a key aspect of all programming related modules at each level. The individual Project at level six provides an opportunity for students to apply all the techniques that they have been exposed to in a large-scale development. Practical skills are assessed via laboratory sessions, workshops, submission of reports, demonstration of systems, industrial placement and individual projects. Personal Development opportunities are inherent within the programme. The placement year is assessed, by portfolio, on a pass / fail basis. Key skills are developed throughout the programme in a variety of forms. Specifically through a combination of research related coursework, guided independent study and projects, examinations, group work and presentations.
Programme Structure
Programme Structure Description
The placement year, module 5105COMSCI, will follow Level 5 and students will be enrolled on a 480 credit honours sandwich programme. The Level 5 mean for the final award mark will be calculated based upon the 240 credits at Level 5. Students successfully completing the assessment of the placement year … For more content click the Read More button below.
Structure
Level 3
Level 4
Level 5
Level 6
Approved variance from Academic Framework Regulations
In accordance with Engineering Council requirements, a maximum of 30 credits on this programme can be awarded by compensation across levels 4, 5 and 6.
Entry Requirements
A levels
Alternative qualifications considered
BTECs
International Baccalaureate
Other international requirements
HECoS Code(s)
(CAH11-01) computing