DESE40008 - Computing 2: Application
Module descriptor and assessment brief
In Computing 2: Applications students will learn about application programming, i.e. writing computer programs for end-users. This module focuses on web applications and students will learn technologies associated with this. Students will be exposed to new computing paradigms that build on from Computing 1, such as functional programming and event-driven programming. Students will also learn about user interface and experience. By the end of the module, students will code their own web-app project incorporating what they have learned. Learning outcomes On completion of this module, students will be better able to: Coding (Reinforces S3, K4): Write computer applications for human interaction using a set of modern paradigms. UX/UI (Introduces K2): Design and implement user experiences and interfaces. Data (Introduces K1): DESE40008 - Computing 2: Application 2Manipulate data structures. Debugging (Reinforces S1, Introduces A1): Debug their own programs, identifying, documenting, and solving software bugs. Best practice (Reinforces S1, Introduces A2): Engage with industry/professional best practice in managing a coding project.
The assignment is to produce a web app for a "Turn-based" "Board-based" "Game" of your choosing. (In quotes as you can loosely or strictly interpret each of these terms.) Your submission will have a number of separately assessed components.
Game Module – API
Game Module – Implementation
Unit Tests – Implementation
Implement in code the unit tests specified above.
3Produce a web application that allows a user to interface with your game module. Deadline Friday 23rd June 16:00 Learning and teaching strategy This is a project based learning module with a 100% individual coursework authentic assessment. The skills learned throughout the module will be assessed in the final deliverable that students will frame to their own interests and ideas. The assessment criteria are linked directly to the module learning outcomes and are detailed below .
- Your directory structure must match the provided template. i.e. there is a web-app directory at the top level of your repository . This contains a tests subdirectory .
- Any additional packages that you use must be installable from npm and must install and run cross-platform (i.e on the examiners' computers). Speak with me in advance if you are doing anything out of the ordinary here.
- Do not upload packages files (i.e. /node_modules/) to your repository . The .gitignore file will filter these out for you. Each of these will be automatic if you follow the provided submission template. Code submission – GitHub Classroom This coursework will be submitted by pushing to a GitHub repository . The last push to the repository made before the module deadline will be considered. Github Classroom will be used for you to create this repository . To access github classroom, you will need to link your to your GitHub account. Follow the links on Blackboard for the assignment and link your account to your name then fork your own submission repository .