Module title: Creative Computing

SCQF level: 10:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: IMD10108
Module leader: Tom Flint
School School of Computing
Subject area group: Creative and Social informatics
Prerequisites

IMD09119 or examples of equivalent learning such as experience of developing interactive responsive environments.

2018/9, Trimester 1, Face-to-Face, Edinburgh Napier University
Occurrence: 003
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Tom Flint
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Learning & teaching methods including their alignment to Los

 2 hour lecture each week covering critical aspects (LOs 2,3,4) of Creative Computing.
 1 hour tutorial each week covering uses of digital technology LOs1,2) with particular reference to current research and advanced practice within the school.
 1 hour practical session each week focussed around a weekly task utilising appropriate instruction materials (LOs 3,4). By completing each task the student will extend the knowledge gained from the published texts and lectures. These sessions will also be used to develop summative courseworks, designed to demonstrate students’ ability to use and adapt current technology.
The remaining time will be devoted to directed study, where a comprehensive list of references will be supplied in order to illustrate advanced practice; these will incorporate videos, books, papers and websites which will be updated regularly.

Assessment (formative and summative)
Formative:
Students will be supported by way of a “feed-forward” approach through practical sessions (LOs 1,2,3) and regular meetings (LO4) with their tutor during the development of the project.


Formative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Summative Assessment:
The University is currently undertaking work to improve the quality of information provided on methods of assessment and feedback. Please refer to the section on Learning and Teaching Approaches above for further information about this module’s learning, teaching and assessment practices, including formative and summative approaches.

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 24
Face To Face Practical classes and workshops 12
Face To Face Tutorial 12
Independent Learning Guided independent study 152
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Practical 60 1,2,3 14 HOURS= 60, WORDS= 0
Report 40 4 14 HOURS= 0, WORDS= 1500
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Description of module content:

The module links historical and current arts practice to present issues within the field of computer-mediated creative practice. Students will be exposed to the concepts of visual language and semiotic practice and given tools and techniques with which they will be able to communicate meaning to the general public. A historical, critical understanding will be achieved through the study of the history of technology driven art.

Students will be introduced to the creative use of technology and programming techniques allowing the development of products, installations and screen based artefacts that engage with current developments within computer-mediated creative practice.

Learning Outcomes for module:

On completion of the module, students will be able to:

LO1: Design digitally-based creative projects that make appropriate use of physical, aural, visual,
time-based or interaction components.

LO2: Evaluate the appropriate technology to construct a computer-mediated creative project.

LO3: Evaluate emergent debates within computer-mediated creative projects by creating a piece of work that analyses and engages with complex issues in the wider environment.

LO4: Critically appraise their work in relation to current practice and theory.

Indicative References and Reading List - URL:

Core - COLSON, R (2007) THE FUNDAMENTALS OF DIGITAL ART: LAUSANNE AVA, 1st ed.
Core - RODGERS, P AND SMYTH, M (2010) DIGITAL BLUR CREATIVE PRACTICE AT THE BOUNDARIES OF ARCHITECTURE, DESIGN AND ARTS (2010): FARINGDON LIBRI, 1st ed.
Core - TROIKA (2008) DIGITAL BY DESIGN: LONDON THAMES & HUDSON, 1st ed.
Core - VA TOUCH OF CODE: BERLIN GESTALTEN
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