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Cursus: 202000955
202000955
Programming
Cursus informatie
Cursus202000955
Studiepunten (ECTS)2,5
CursustypeOnderwijseenheid
VoertaalEngels
Contactpersoondr. A. Fehnker
E-mailansgar.fehnker@utwente.nl
Docenten
Contactpersoon van de cursus
dr. A. Fehnker
Docent
dr. A. Fehnker
Docent
dr. M. Gerhold
Docent
dr. A.H. Mader
Docent
dr.ir. D. Reidsma
Collegejaar2020
Aanvangsblok
1A
AanmeldingsprocedureZelf aanmelden via OSIRIS Student
Inschrijven via OSIRISJa
Cursusdoelen
Students have gained basic skills in programming, covering (among other things) instructions, variables, types, control structures, classes, methods and arrays.
Inhoud
Tutorial sessions
The tutorials are dedicated to hands-on programming experience. You will get help and feedback on your work during the tutorial. The tutorials consist usually of two parts: tutorial questions and programming assignments.  
The first part will recapitulate material covered in lectures. Some tutorial questions require you to program, but there are other exercises too. You should learn that hacking away on a keyboard is only a small part of what it takes to create a good program. The second part requires you to apply new material to your own problem; your own animated creature.
Tutorial Assessment
Your program for week 4 of the tutorials will be assessed in week 5. This assessment contributes 10%  to your final mark.
Multiple Choice Exam
The multiple choice exam at the end of the module will test your understanding of the theory that you practiced during the tutorials, and that was covered in the lectures. The exam contributes with 30% to your final mark.
Programming Sports Day
In week 8 of this course there is a one-day, full-day workshop called Programming Sports Day. During this day you will work in a small team, to develop an idea from its initial stages to completion. Part of Programing Sports is to also present your idea, your design, and have it subjected to peers for testing and evaluation. This one-day workshop contributes 10% to the  final mark.    
Final assignment
To finish the programming component you will have to do a final assessment. For the final assessment student will have to submit a program and a write-up. Additionally, all students will be interviewed individually to determine whether they reached the learning objectives. All components of the final assignment, the write-up, program, and oral exam, will be marked as one; there won’t be marks for the individual parts. The final assignment contributes 50% to your final mark.

Manual enrollment via Osiris is only for Creative Technology students. If you want to enroll, please contact K. Zalewska (k.zalewska-kurek@utwente.nl).
Participating study
Bachelor Creative Technology
Module
Module 1
Verplicht materiaal
Book
Learning Processing: A Beginner's Guide to Programming Images, Animation and Interaction. Daniel Shiffman, ISBN-13:978-0123736024
Canvas
All material will be posed here
Course material
Contains all information regarding tutorials and assessment.
Aanbevolen materiaal
-
Werkvormen
Assessment
AanwezigheidsplichtJa

Hoorcollege

Opdracht
AanwezigheidsplichtJa

Overig onderwijs

Project onbegeleid
AanwezigheidsplichtJa

Toetsen
Programming

Opmerking
Tuorial Creature -Oral exam., Assign.
SportsDay -Proj. exam
Written exam. m.choice
Final Project -Oral exam., A

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