Module details for Applied Mathematics 1


This module covers the basic concepts of applied mathematics relevant to the Computer Games Technology programme.


The aim of this module is to provide the student with: the basic ideas and techniques in applied mathematics relevant to Computer Games Technology.

Learning Outcomes

By the end of this module the student should be able to:

1.  Use standard functions and approximations to solve problems involving rates of change by calculus methods.

2.  Apply matrix transformations and vector methods for use in 2- and 3- dimensional space.

3.  Apply the basic kinematics equations to solve problems in dynamics.

4.  Apply Newtonian concepts involving forces, momentum, impulse and energy to formulate and solve resulting models.

Indicative Content

1 Calculus

Rates of change, derivatives of standard functions. Rules for derivatives of sums, products, quotients and composite functions. Higher derivatives and applications. Indefinite and definite integrals − integration methods. Application to areas, mean values, etc.

2 Geometry

Plane coordinate geometry of lines, circles and conic sections. Vectors in 2 and 3 dimensions, scalar and vector products − use in projection and 3D geometry.

3 Matrices and Transformations

Basic matrix operations, determinants, inverses. Solving linear equations by matrix inverse. Matrix transformations of the plane − translations, scalings, rotations and reflections. Homogeneous coordinates.

4 Kinematics in a straight line

Newton's laws of motion. Momentum and impulse, collision of bodies (1−dimensional, elastic and inelastic). Kinetic and potential energy, elastic strings. Work and Power. Coplanar forces. Friction.

Teaching and Learning Work Loads

For session 2020/21 the expectation is that the teaching and learning hours stated in this descriptor will form a mix of synchronous and asynchronous student/staff activity, with the majority of this being online. The exact pattern of this activity is likely to vary from the standard face-to-face hours listed below but the overall student effort remains the same. Up-to-date information on the delivery of the module can be found on the relevant module MLS site and on your student timetable.

Teaching and Learning Method Hours
Lecture 24
Tutorial/Seminar 24
Practical Activity 0
Assessment 80
Independent 72
Total 200

Guidance notes

SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.

Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.


We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2020/21 , and may be subject to change for future years.