Introduction to Programming


Content, progress and pedagogy of the module

Students who complete the module obtain a solid foundation in working with computers and other digital devices, which will be built upon in future coursework to enable programming for different media platforms and working with analog and digital sensors.

Furthermore, to provide the student with a foundation and basic introduction for the systematic development of programs using object oriented modeling and programming. The student should acquire an understanding of basic concepts and mechanisms in an object oriented programming language such that the student is able to use the language and associated class library to implement small programs

Learning objectives


  • Understanding of flow control structures, both logical (e.g., if, case), and loop (e.g., for, while)
  • Understanding data types and structures (e.g., array, struct, list)
  • Understanding functions
  • Understanding basic principles of Object Oriented programming, such as using application programming interfaces (APIs), the need to create custom classes, concepts of access (e.g., public, private, protected) and the concepts of inheritance, composition and encapsulation
  • Understanding of design methodologies for programming and understanding of the distinction between good and bad programming practices
  • Understanding of programming design patterns


  • Ability to apply knowledge to the design of a simple event-driven interactive interface, e.g., a simple game
  • Interpret and analyze programming code and work out manually
  • Ability to apply programming skills to the implementation of input devices, e.g., keyboard, mouse
  • Ability to apply programming skills to the design and implementation of basic functions and classes
  • Synthesize built-in functions and classes from APIs
  • Ability to apply knowledge to the systematic design of software with proper documentation
  • Must be able to plan and perform systematic test of small programs (application)


  • Evaluate existing code, judge its design and recommend changes
  • Must have competencies in using object oriented programming in solving programming tasks, especially programming tasks related to Medialogy, communication and IT/New Media (application)

Type of instruction

See the general description of the types of instruction described in § 17.



Name of examIntroduction to Programming
Type of exam
Written or oral exam
AssessmentPassed/Not Passed
Type of gradingInternal examination
Criteria of assessmentThe criteria of assessment are stated in the Examination Policies and Procedures

Facts about the module

Danish titleGrundlæggende programmering
Module codeESNPDPB1K1
Module typeCourse
Duration1 semester
Language of instructionDanish
Empty-place SchemeYes
Location of the lectureCampus Aalborg
Responsible for the module


Study BoardStudy Board of Electronics and IT
DepartmentDepartment of Electronic Systems
FacultyThe Technical Faculty of IT and Design