Mobile Device Programming
Code | School | Level | Credits | Semesters |
COMP3018 | Computer Science | 3 | 20 | Autumn UK |
- Code
- COMP3018
- School
- Computer Science
- Level
- 3
- Credits
- 20
- Semesters
- Autumn UK
Summary
You’ll look at the development of software applications for mobile devices, with a practical focus on the Android operating system. You’ll consider and use the software development environments for currently available platforms and the typical hardware architecture of mobile devices. You’ll spend around four hours per week in lectures and computer classes for this module.
Target Students
Available to Level 3 and Level 4 students in the School of Computer Science. Prior knowledge and experience in Java programming, basic computer architecture and operating systems is required. This module is part of the Programming theme in the School of Computer Science.
Classes
- One 1-hour lecture each week for 6 weeks
- One 2-hour computing each week for 11 weeks
Activities may take place every teaching week of the semester, or only in specified weeks. It is usually specified above if activity only takes place in some weeks of the semester.
Assessment
- 25% Coursework 1: A series of assessed software development exercises. Reassessment is 100% exam.
- 75% Exam 1 (2-hour): Exam on the software design principles of android programming. Reassessment is 100% exam.
Assessed by end of autumn semester
Educational Aims
To teach the principles of program design, and to give experience of designing and developing programs.Learning Outcomes
Knowledge and Understanding
- Understanding of the theory and practice of programming in the context of a mobile device.
Intellectual Skills
- Understand and logically evaluate program requirements and specifications.
- Understand the complex ideas of programming solutions and relate them to particular problems.
Professional Skills
- The ability to write programs.
- The ability to transfer programming skills between classes of devices.
Transferable Skills
- The ability to solve problems using programming, including mathematical problems, to schedule and present their work and to retrieve additional learning material.