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Informatics & IT

The list of Advanced Elective Modules (AEMs) offered by the School of Informatics & IT are:


Biometric Security (CODE: AEMTPIT006)

This module introduces students to the characteristics of various biometric technologies such as fingerprint identification, face and iris recognition. Students will learn how these systems operate and gain insight into how and why they are used. They will also obtain hands-on experience from setting up some of these systems.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

  • The security threats of the last decade have led to the adoption of biometric systems by a wide range of organisations such as airports, banks, educational institutions, security agencies and others to protect people and information systems. The aim of this module is to equip students with the basic understanding of biometric technology and practical skills in using them.
  • Some of the things students will learn include how a computer system ’remembers’ a face, and the features that differentiate one’s left index finger from the right. Students will also learn how to set up and operate a biometric system.

Note: This module will be taught over a 2-week period (40 hours). It is a subject that can be taken during the secondary school vacation period or at any other time that is suitable for the students.

     

Advanced Elective Module - Biometric Security

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • describe biometric concepts and use related terminology related to biometric security
  • state the differences between various biometric technologies
  • suggest the application of biometric technologies in the industry
  • demonstrate knowledge in operating biometric systems such as fingerprint identification systems and face recognition systems

Students will be assessed against the following criteria:

  • Case study - 60%
  • Practical assignment - 40%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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E-Buying and Selling (CODE: AEMTPIT007)

This module equips students with the understanding of the fundamental concepts of buying and selling via the Internet. It also provides students with an understanding of the different platforms of Internet shopping and online payments as well as equipping them with practical tips and key principles when engaging in e-buying and selling.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

The aim of this module is to build awareness and instill insights among youths on the advantages and disadvantages of e-commerce and empowering youths with practical tips when buying and selling on the internet.

Note: This module will be taught over a one week period, with time given for students to complete the required assignments.

     

Advanced Elective Module - E-Buying and Selling

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • explain what Internet shopping is, and relate it to the changing trends of shopping and transacting
  • discuss the advantages and disadvantages of Internet shopping
  • describe the process of buying and selling via the Internet
  • identify and differentiate the different types of Internet shopping models
  • articulate the various issues to consider in the process of buying and selling via the Internet, and their implications

Students will be assessed against the following criteria:

  • Class participation - 10% (Individual)
  • Group project - 70% (20% group, 50% individual)
  • Self reflection - 20% (Individual)

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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Introduction to Digital Game Development (CODE: AEMTPIT001)

In this module, students will design and develop a 2D game using Integrated Development Environment (IDE) software. Students will also be introduced to the gaming industry and the major game publishers. Game development concepts such as game design, game architecture and computer animation will also be covered.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

This AEM aims to provide students with an understanding of how to design a computer game.

Note: This module will be taught over a 2-week period (40 hours). It is a subject that can be taken during the secondary school vacation period or at any other time that is suitable for the students.

     

Advanced Elective Module - Introduction to Digital Game Development

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • discuss gaming history and its current development
  • discuss the gaming business and its current developments
  • apply game design theory
  • appreciate computer animation and simulation

Students will be assessed against the following criteria:

  • 2D game development - 70%
  • Game review - 30%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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Mobile Media & Entertainment Production (CODE: AEMTPIT005)

This module will allow students to understand the potential uses of mobile computing devices through activities that involve the production of mobile media and games. Students will learn to use basic mobile computing devices such as Personal Digital Assistants (PDAs) and smart phones, at the same time be exposed to IT concepts such as data formats and simple programming. This module would interest students wishing to pursue a career in software development, software engineering and game development.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

  • expose students to the field of mobile computing through the creation of different types of mobile media and entertainment for mobile devices
  • expose students to IT concepts and allow them to gain familiarity with potential uses of mobile computing devices such as PDAs and smart phones

Note: This module will be taught over a 2-week period (40 hours), with time given for students to complete the required assignments. It is a subject that can be taken during the secondary school vacation period.

     

Advanced Elective Module - Mobile Media & Entertainment Production

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • appreciate the potential impact of mobile devices on society, understand their strengths and constraints, as well as the challenges they present
  • make proficient use of various types of mobile devices, such as PDAs and smart phones
  • identify various types of mobile media and entertainment
  • make use of appropriate software tools to create mobile-specific media and games

Students will be assessed against the following criteria:

  • Assignments - 30%
  • Mini project 1 - 35%
  • Mini project 2 - 35%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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Programming Smart Robots (CODE: AEMTPIT002)

In this module, students will learn programming concepts by using the latest software development tools to programme an intelligent robot. They will learn to programme a robot to respond to their commands and make it perform interesting movements that imitate a human being. These movements include responding to sounds or music, light, heat and even touch.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

This AEM aims to introduce learners to basic programming concepts through collaborative hands-on activities in building smart robots.

Note: This module will be taught over a 2-week period (40 hours), with time given for students to complete the required assignments. It is a subject that can be taken during the secondary school vacation period.

     

Advanced Elective Module - Programming Smart Robots

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • define a real world problem in programming terms
  • use appropriate problem solving techniques to break down a complex problem into simpler parts
  • apply procedural programming concepts such as the following to solve programming problems:
    • using variables to store program data
    • applying selections in programming logic
    • applying repetitions in programming logic
    • processing inputs and outputs in programmes
  • gain an appreciation of the pervasiveness of programmable technology in our daily lives

Students will be assessed against the following criteria:

  • Lab demonstrations - 30%
  • Mini Challenge 1 - 35%
  • Mini Challenge 2 - 35%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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Protecting your Home Wireless Network (CODE: AEMTPIT003)

This module introduces students to wireless security. It also equips students with the knowledge and practical skills to protect wireless networks, so that the whole family can enjoy uninterrupted internet access. They will also be able to protect their personal data from intruders.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

This AEM aims to equip students with the knowledge and practical skills to protect wireless networks at home.

Note: This module will be taught over a 2-week period (40 hours). It is a subject that can be taken during the secondary school vacation period or at any other time that is suitable for the students.

     

Advanced Elective Module - Protecting Your Home Wireless Network

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • understand communication system theories
  • discuss the history of wireless technology and its terminology
  • distinguish between various wireless technologies and their features
  • apply wireless security technology to personal computers

Students will be assessed against the following criteria:

  • Wireless network technologies case study - 50%
  • Wireless practical lab sessions - 50%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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Web Design Fundamentals (CODE: AEMTPIT004)

This module introduces students to multimedia development for the World Wide Web. Topics include Web media, such as graphics, audio, video and animation. Students will also learn about web development methodology and the use of multimedia development tools to create a website.

It will be conducted within a duration of 40 hours with a class size of 20.

Aims of AEM

  • introduce design elements and principles that are fundamental to architecture and design
  • equip students with a basic understanding of interior architecture
  • enable students to explore three-dimensional designs

Note: This module will be taught over a 2-week period (40 hours). It is a subject that can be taken during the secondary school vacation period or at any other time that is suitable for the students.

     

Advanced Elective Module - Web Design Fundamentals

Learning OutcomesAssessment Scheme and Completion Criteria

Students should be able to:

  • evaluate the basic characteristics of multimedia elements
  • apply web design principles and methodology
  • demonstrate proficiency in using web and multimedia authoring tools to design and create a website

Students will be assessed against the following criteria:

  • Presentation of website - 20%
  • Web design project - 80%

Students are required to:

  • attend at least 80% of the lessons and
  • obtain a pass mark of at least 50% upon completion of the module.

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