Module manager: Chris Birchall
Email: c.t.birchall@leeds.ac.uk
Taught: Semester 1 (Sep to Jan) View Timetable
Year running 2026/27
This module is not approved as a discovery module
The module provides the opportunity to engage with the practice of programming and explore its impacts, such as the opportunities and challenges presented by the role of code and data in digital media. Students will experiment with different programming languages, platforms, and technologies and use them to create different outputs, generate and use data in different ways and reflect on the opportunities for creative production, digital media and digital research afforded by programming and data.We will also explore how leading academic theory and research can influence digital products and platforms and the module provides opportunities to look at developing digital media solutions to address the demands of user groups and society at large, allowing students to take their work beyond technical exercises to work that can solve problems, improve services and create social capital.
This module aims to highlight contemporary challenges and opportunities in digital media practice with regard to emerging cultural and social trends and looks at practical ways to meet them. It aims to develop a basic understanding of computer programming, to enable critical reflections on the way that code, data and development practices can influence media and to provide a platform to further study and more advanced creative production.
On successful completion of the module students will have demonstrated the following learning outcomes relevant to the subject:
1. Understand key concepts, issues and debates related to computer programming and media;
2. Develop digital outputs using programming for purposes of research, communication, enterprise or entertainment;
3. Analyse programming and data practices from the perspective of their technological, social and cultural impact;
4. Identify emergent trends, challenges and opportunities related to programming, data and digital media.
Skills Learning Outcomes
On successful completion of the module students will have demonstrated the following skills learning outcomes:
5. Apply fundamental computer programming concepts, including syntax and structure, to digital architectures and infrastructures
6. Use appropriate tools and platforms to design and create digital media
Details of the syllabus will be provided on the Minerva organisation (or equivalent) for the module
| Delivery type | Number | Length hours | Student hours |
|---|---|---|---|
| Lecture | 2 | 1 | 2 |
| Practical | 10 | 2 | 20 |
| Seminar | 11 | 1 | 11 |
| Independent online learning hours | 4.5 | ||
| Private study hours | 161.5 | ||
| Total Contact hours | 33 | ||
| Total hours (100hr per 10 credits) | 199 | ||
Student progress will be monitored in weekly classes, weekly critical responses in journals, and by their performance in the first assessment due in week 8.
| Assessment type | Notes | % of formal assessment |
|---|---|---|
| Coursework | Portfolio | 30 |
| Coursework | Programming project | 70 |
| Total percentage (Assessment Coursework) | 100 | |
Resits for both components are to re-do the original brief
Check the module area in Minerva for your reading list
Last updated: 05/05/2026
Errors, omissions, failed links etc should be notified to the Catalogue Team