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  • Computer Science BSc (Hons)

Computer Science BSc (Hons)

Why choose this course?

The computer science programme at Kingston University is driven by the philosophy of ‘learning through making'; we focus strongly on facilitating hands-on experience, student led and owned product portfolios and producing industry-ready graduates. We utilise a range of innovating teaching and learning approaches in our invigorated and modernised computer science programme; combining studio practices, project-based learning through workshops and group work, scalable, context driven lecturing on theoretical concepts to facilitate an informed approach to problem solving.

This course assumes no prior knowledge of computer science and offers you the flexibility to pursue specialist areas; the use of guided option routes as pre-shaped trajectories across levels allow students to progressively focus on their chosen career path. The current guided option routes are designed around the most in demand sectors in the industry. They are Software Engineering, User Experience Design, Web and Mobile App Development, Networking and Network Security.

We are determined to produce highly trained graduates with specialist technical knowledge and scientific mind set, capable of solving real world problems and are driven by passion.

Our computing courses ranking rose by 34 places in the Guardian University League Tables 2018.

Attendance UCAS code/apply Year of entry
3 years full time G401 2020
4 years full time including sandwich year G400 2020
4 years full time including foundation year G403 2020
6 years part time Apply direct to the University 2020
Location Penrhyn Road

Reasons to choose Kingston University

  • This course is accredited by The Chartered Institute for IT (BCS). 
  • More than 92 per cent of students from this course are in employment or further study six months after graduating (DHLE 2016/17). 
  • This course received more than 91 per cent for satisfaction for learning resources (National Student Survey 2018).

What you will study

Our programme structure is centred on student learning and development to encourage them to become a more effective, independent and confident self-directed learner which appeals to employers. Supported by a set of guided learning journeys, you will learn theoretical and practical aspects of system design and development, and gradually develop a portfolio of 'products' and 'artefacts' of different levels of complexity as the outputs of assignments in dedicated modules.

They will be integrated into an online portfolio of applications and design solutions that reflect your professional readiness. The first year of the course consists entirely of core modules to provide the fundamental computer science knowledge; you will examine computer architectures, and the tools and techniques used to build systems.

You will learn principles, techniques and tools common to the analysis and design of software development, and study the impact of technologies on the workplace, economy and society. In second and third year you will focus more on the chosen specialist area, and using a combination of core and optional modules you will be exposed to the latest software innovations, design patterns, algorithms, programming languages, data structures and tools. For example you will learn the latest agile project management approaches, data modelling using UML, relational and object-oriented database systems, data processing platforms used for big data applications, processing of data sets with adaptive algorithms driven by machine learning, visualisation of data for business insight.

The guided route you select will enable you to gain expertise of the chosen area and explore the latest innovations associated with a specific domain in-depth, building on the foundation set by the core modules. If you do not wish to follow a guided route you can choose any of the available options where the pre-requisites are met and are always guaranteed a broad grounding in computer science. You can use the individual project module in the third year to showcase the knowledge and skills you have gained.

Please note that this is an indicative list of modules and is not intended as a definitive list as these could change before your year of entry.

Year 1

Year 2

Optional sandwich year

Year 3/4

First year provides a broad exposure to the essential domain topics; computing fundamentals, programming, professional practice and system designing.

Core modules

Computing Fundamentals

30 credits

This module introduces students to the principles behind hardware and software systems, and the important concepts related to modern computer systems.

First, following a review of the relevant mathematical principles, students will acquire an understanding of computer architecture, how data are represented, stored and processed, and how the operating system manages hardware and software resources. Second, they will understand the main concepts behind databases, network communication, and social media. Finally, they will learn about the essential technologies supporting web development and database management.

The assessment strategy involves an exam and the development of a portfolio reporting both theoretical and practical knowledge of the fundamental concepts addressed in the module. The module will also offer scope for students to be challenged and extended by developing deeper skills.

Programming I Thinking Like a Programmer

30 credits

This module is taken by all first year undergraduate students undertaking a degree in the computing subject area. Previous experience of programming is not assumed. The module seeks to introduce a foundation for programming that can be built on in subsequent years and that accommodates specialist practice within computing eg games, software engineering, media, UX etc.

Teaching and learning is split between a variety of different units to ensure the module is flexible enough to accommodate each cohort and student's needs. As befits a practical discipline like programming, a hands-on approach is used that facilitates self-paced and self-directed learning. Students are encouraged to engage with, develop and experiment with programs in a constructivist fashion inspired by bricolage (Stiller, 2009; Stiller, 2017).

The intent is to build students' confidence as they learn to program, and provide a foundation that can be built on so that in later years they can go beyond simple solutions to problems and be ready to engage in full-fledged application development.

Requirements Analysis and Design

30 credits

This module focuses on the principles, methods, techniques and tools commonly used in the early analysis and design stages of the software development life cycle. Students work in teams on a software design project, in which they build application prototypes.

Projects are framed in an economic, commercial and business context, allowing students to be exposed to professional industry practices in a dynamic and changing environment. Teams will be expected to elicit, analyse and document requirements, applying a variety of software modelling and business modelling principles.

Students will be expected to make use of UX and service design principles to understand interactions and the structure of the services, people and processes of an organisation.

Prototypes will be designed, created, and demonstrated, in accordance with UX design best practices and requirements will be captured as artefacts via UML models, use cases, user stories, wireframes and other practises.

Professional Environments 1

30 credits

The goal of the Professional Environments module is to prepare students for professional practice firstly by ensuring they acquire suitable employability assets and secondly by equipping them with an understanding of the role of a professional in society and the role of professional bodies.

While the bulk of the taught programme focuses primarily on domain knowledge, the Professional Environments module focuses on developing key skills (as enumerated in the Programme Specification), personal qualities (eg commercial awareness, reliability and punctuality, understanding the centrality of customers and clients), and professional knowledge including the need to engage with continuing professional development. With such assets, students will generate a CV, an employment portfolio, and a professional online presence.

Being a professional also means understanding the key legal, ethical and societal issues pertinent to the domain, and understanding the need for continuing professional development (CPD) especially when technology develops at such a rapid pace. The module is designed to support different domain areas and to integrate experience from other professions. The subject areas being studied demand a global perspective which encourages the inclusion of our diverse of communities and national practices.

Reflecting the fact that team working is ubiquitous in the modern workplace, a significant proportion of the assessment work on the course is group-work based. There is considerable evidence that group work promotes a much deeper engagement with taught content. It also encourages the development of diverse learning communities. This module will therefore introduce students to best practice in group working covering how to approach group work, how to deal with different types of people, and methods of selecting and managing groups.

Core modules

Computing Systems

30 credits

The module aims to enhance your understanding of how modern computer systems are implemented from the perspectives of architecture, networking, operating system, parallel programming and algorithm complexity. You will explore the essential features and operations of modern computer architectures and acquire both theoretical and practical knowledge of the principles and major functions of modern operating systems. You will also develop knowledge of parallel programming and algorithm complexity so that you will be able to make use of new parallel computer architectures. Physical networks and their associated address schemes will also be explored.

Professional Environments 2

30 credits

Following a project-based pedagogic approach, students will undertake a major inter-disciplinary team-work project drawn from a list of authentic industrial problems. Achieving the goals of the project will require students, firstly, to apply the various development methodologies they have acquired on their course and, secondly, to develop professional skills in project management and team working.

While the bulk of the taught programme focuses primarily on the learning of domain knowledge, the goal of the Professional Environments 2 module is to prepare students for professional practice in their respective domains. They will develop the necessary project management and team-working skills, and, by working as a team on an authentic industrial project, they will gain a high degree of familiarity with the typical requirements capture, design, and development methodologies relevant to their discipline. With the focus on making real-world artefacts, the students will integrate their work into an employment focused portfolio.

Being a professional practitioner also mean critically assessing both goals and solutions from legal, ethical and societal perspectives as well as addressing security and safety concerns. Students are also encouraged to consider their continuing professional development needs and to engage with their professional bodies. To encourage career management skills and promote employability after graduation, students are expected to integrate the artefacts they produce and reflective practice narratives into their employability portfolios and personal development plans.

The module is designed to support different domain areas and to integrate experience from other professions. The subject areas being studied demand a global perspective which encourages the inclusion of our diverse of communities and national practices.

Optional modules

User Centred Design

30 credits

This is an optional module intended for undergraduate students who are studying computing-related subjects. HCI is the core academic discipline that examines the relationship and interface between human and computer. It informs and provides the theoretical and methodological foundation for user experience, the professional discipline which is practically applied. Although this module forms part of the user experience guided pathway it can be taken as a standalone module.

You will explore major themes in HCI from both a theoretical and a practical perspective. The module will establish an understanding of key concepts within HCI theory and methods, and examines techniques for HCI design and evaluation. It offers students a practical domain in which to apply knowledge and skills, including those from other modules, to the design, implementation and analysis of interfaces between people and computer systems. You will undertake practical exercises in which you will evaluate real-world problems to identify user experience issues. You will utilise the synthesis of data from methods which explore user needs and requirements and also users' cognitive models to build a suite of artefacts eg. personas, user journeys, empathy maps etc which will inform a prototyping phase. This process involves iteratively building on low, medium and high fidelity prototypes of increasing complexity and levels of iteration. Thus you will synthesise theory and empirical data to build prototypes of a redesign solution to usability issues. These artefacts will iteratively and incrementally inform a user centred design.

Programming II - Software Development

30 credits

This module seeks to extend your understanding and proficiencies in the fundamental concepts of programming, giving you the ability to build complex applications across a variety of platforms and channels. You will be exposed to different programming paradigms including a comprehensive treatment of the object-oriented paradigm, selection and use of data structures, use of libraries and APIs including user interface components. It will also introduce important tools and techniques used by software development teams in such as integrated development environments, revision control systems, dependency management, code profiling and optimisation techniques. Although the module focuses on the implementation stage, it links the implementation with different software development methodologies. It also provides links with the other stages of the software development life cycle.

Human Computer Interaction Design and Evaluation

30 credits

This is an optional module intended for undergraduate students who are studying computing-related subjects.

HCI is the core academic discipline that examines the relationship and interface between human and computer. It informs and provides the theoretical and methodological foundation for user experience, the professional discipline which is practically applied. Although this module forms part of the user experience guided pathway it can be taken as a standalone module.

You will explore major themes in HCI from both a theoretical and a practical perspective. The module will establish an understanding of key concepts within HCI theory and methods, and examines techniques for HCI design and evaluation. It offers you a practical domain in which to apply knowledge and skills, including those from other modules, to the design, implementation and analysis of interfaces between people and computer systems. You will undertake practical exercises in which you will evaluate real-world problems to identify user experience issues. You will utilise the synthesis of data from methods which explore user needs and requirements and also users' cognitive models to build a suite of artefacts eg. personas, user journeys, empathy maps etc which will inform a prototyping phase. This process involves iteratively building on low, medium and high fidelity prototypes of increasing complexity and levels of iteration. Thus  you will synthesise theory and empirical data to build your prototypes of a redesign solution to usability issues. These artefacts will iteratively and incrementally inform a user centred design.

Database Driven Application Development

30 credits

This module seeks to establish the skills required to build full-stack database-driven web applications. You will learn how to design, build and query databases according to user information needs using logical data models and structured query language (SQL). You will also learn how to design and build scalable interactive applications that are delivered over the web and integrated with a backend database.

Networking Concepts

30 credits

With a strong emphasis on understanding the Internet protocols, the Networking Concepts module will develop your understanding of the basic principles of networking.

You will become familiar with current LAN and WAN technologies and their role in building domestic and corporate networks. This knowledge will underpin the skills required to design and simulate small company networks including identifying the physical components required and to design an appropriate IP addressing schemes for such network.

It will also underpin your understanding of how network services such as mobile apps and network-based games are implemented.

Core modules

Industrial Placement

60 credits

This module is an essential course programme component for students on the sandwich route of an honours degree "with professional placement".  It is a key element in providing an extended period in industry gaining real world employability skills. Students are supported both before and through their placement by the SEC Placement team. Students that successfully complete their placement year will graduate with a 4 year sandwich degree.

Core modules

Individual Project

30 credits

The goal of the module is to further develop skills in organisation, timekeeping, research literature, developing and critically analysing results as well as reporting work verbally and in a written format. The end result will be an artefact or artefacts which demonstrate creativity and technical competence as well as a technical report.

Programming III- Patterns and Algorithms

30 credits

Programming is a central activity of software development, which encompasses a wide range of languages, environments and specialisms.

This module will offer students the opportunity to acquire a useful competence across this range. The first teaching block will cover aspects of language, algorithms, tools, test-driven methodologies, and a range of user interface technologies.

The second teaching block will apply these themes across a range of technologies and application environments, focusing on web and mobile in particular. Assessment will include computer-based in-class tests and e-portfolios of student achievement that allow them to curate and share their passion for programming.

User Experience Design Thinking

30 credits

This is an optional module intended for undergraduate students who are studying Computing-related subjects. Although it forms part of the User Experience guided pathway it can be taken as a standalone module and previous experience of UX is not assumed. This module will focus upon the skills, methods and tools required in careers such as UX Architect, UX Designer, Service Designer, Information Architect or Digital Product Designer. The curriculum is finely balanced between theory and practice. Students are directly immersed in organisational practices and skills used in industry and will make use of academic theory in this practical context. Students will learn to develop investigative, analytical, technical, communication and advocacy skills to help them shape interactive technologies that augment people's abilities, enhance their creativity, connect them to others and protect their interests. They will also become aware of the impact of levels of digital literacy, availability of and access to technology, economic and business drivers, regulations, and regional/cultural norms. The module will also develop methods and skills required to understand current users, to investigate non-use, and to imagine future users.

Mobile Application Development

30 credits

While this module provides a foundation for careers in mobile application development, mobile is becoming increasingly ubiquitous and the skills taught also have applications in UX, web development and software engineering in general. Although there are no prerequisites, it is assumed that students have acquired a general familiarity with programming and software development principles through their previous study.

The module is divided into two phases. In the first phase of the module students will be introduced to software development for the two major mobile platforms. This will cover development environments for these platforms, UI conventions, building and deploying simple applications. Students will then be introduced to cross platform development environments for mobile development.

Finally, standard frameworks for mobile web development will be introduced. The second phase of the module is organised around a practical project. Students will choose one of the platforms on which to build a mobile application of their choice. This project students gives students the opportunity to specialise and explore their chosen platform in greater depth, acquiring the knowledge and proficiency to be able to design and build complex mobile apps. Students will be encouraged to publish their apps in one or both (in the case of a cross-platform app) of the two major app stores, thus providing an introduction to mobile application delivery and distribution.

Cyber Security

30 credits

This is a core module in the Cyber Security and Computer Forensics field which explores the major challenges to computer security.

It familiarises students with a range of cryptographic algorithms and protocols, firewall and access-control architectures and methods to assess and improve network and application security. This knowledge will allow students to implement and evaluate security controls and develop secure policies for corporate networks.

Software Development Practice

30 credits

This module aims to provide a strong theoretical and practical background necessary for students to build high quality scalable software and to operate effectively as an industry professional.

It examines software quality concepts necessary to build high quality software architecture. The module introduces students to the concept of software architecture and architectural patterns as part of software design and reuse which can be viewed as components and interfaces.

At a lower level, programming models and paradigms are explored, as well as design patterns and anti-patterns. Testing strategies and other software quality principles will also be covered, and students will explore these principles in the context of practical projects which expose them to industry tools, practices and management methodologies.

Advanced Data Modelling

30 credits

This module will consolidate and build on previously acquired knowledge of databases by analysing and evaluating important issues in the database area. In addition, advanced aspects of data warehousing and data mining will be studied, encompassing the principles and commercial application of the technologies.

Optional modules

Mobile Application Development

30 credits

While this module provides a foundation for careers in mobile application development, mobile is becoming increasingly ubiquitous and the skills taught also have applications in UX, web development and software engineering in general. Although there are no prerequisites, it is assumed that students have acquired a general familiarity with programming and software development principles through their previous study.

The module is divided into two phases. In the first phase of the module students will be introduced to software development for the two major mobile platforms. This will cover development environments for these platforms, UI conventions, building and deploying simple applications. Students will then be introduced to cross platform development environments for mobile development.

Finally, standard frameworks for mobile web development will be introduced. The second phase of the module is organised around a practical project. Students will choose one of the platforms on which to build a mobile application of their choice. This project students gives students the opportunity to specialise and explore their chosen platform in greater depth, acquiring the knowledge and proficiency to be able to design and build complex mobile apps. Students will be encouraged to publish their apps in one or both (in the case of a cross-platform app) of the two major app stores, thus providing an introduction to mobile application delivery and distribution.

Internet Services and Protocols

30 credits

This module focuses on enterprise networks; the internet protocols and services which will develop the understanding of how the TCP/IP internet protocol suite achieves the interconnection of geographically separate computers over networks of arbitrary topology and technology. This knowledge will underpin the design skills required to design such company networks including identifying the physical components  required and designing appropriate IP addressing schemes. The module introduces wireless and high-speed networks and how these are used to deliver a variety of business applications.

On successful completion of the module, you will be able to:

  • Explain the basic principles of internetworking, and describe the role of each protocol within the TCP/IP protocol stack.
  • Identify the main hardware network components used to construct enterprise networks, and be able to design a network for a small enterprise.
  • Demonstrate a thorough understanding of IPv4 and IPv6 addressing, sub-network addressing, and be able to design an IP addressing scheme for a domain.
  • Demonstrate how internet application services (eg HTTP) available on any of today's advanced operating systems depend on and interact with other TCP/IP protocols, and explain the role of DNS and DHCP services in the configuration of network hosts.
  • Demonstrate an awareness of the services available from the internet and network providers to support business and homes and be able to critically reflect on the legal, social, economic and ethical issues associated with the use broadband services.
Digital Entrepreneurship

30 credits

Entrepreneurship is a major driving force in creating economic growth and this module illustrates how to work in an entrepreneurial fashion. At the heart of entrepreneurship is innovation which can come in many forms. Sometimes this can be an incremental but generally gives significant improvement to the customer or alternatively as a new breakthrough or transformational innovation. Incremental innovation is aimed at increasing the value of a product or service, to add more value and thereby creating new and superior value chains. Breakthrough innovation often creates new categories of product or transforms the historical ways of doing things.

From this foundation, the module proceeds to explain how to develop a strategy not only to satisfy the critical needs that organizations have, but also aims to explore the application and use of improved value chains using the concepts of corporate venturing (spin-out/intrapreneurship) and Entrepreneurship (new venture creation). However it is not simple to start a new company. Especially the Tech branch is characterized by fast developments, shifts of focus and low barriers to entry, where holding back from "bleeding edge" is essential and is one of the important differentiating factors between Tech Entrepreneurship and other forms of entrepreneurship. This means that one can no longer count on "good luck", but insight, understanding, knowledge and a systematic approach all have to be learnt.

This module will equip participants with the concepts needed for roles in analysis, consultancy and management in technology environments, plus the necessary knowledge to work successfully in an innovative company, as well as providing a good background for new venture creation (Entrepreneurship) for those considering self-employment or founding new technology firms

 

The information above reflects the currently intended course structure and module details. Updates may be made on an annual basis and revised details will be published through Programme Specifications ahead of each academic year. The regulations governing this course are available on our website. If we have insufficient numbers of students interested in an optional module, this may not be offered.

Foundation year

If you would like to study computing at Kingston University but are not yet ready to join the first year of a BSc(Hons) course, you can include an extra foundation year within your chosen degree. Please see the foundation year course page for details of modules.

Entry requirements

Typical offer

  • 112 UCAS points from a minimum of two A Levels or equivalent Level 3 qualifications.
  • Alternatively, BTEC Extended Diploma with grades DMM or BTEC Diploma with grades D*D* in a Computing, Science, Engineering or Maths subject area.

Candidates are normally required to hold five GCSE subjects grades A*-C including Mathematics and English Language (or comparable numeric score under the newly reformed GCSE grading).

Alternative routes

We will consider a range of alternative Level 3 qualifications such as an Access Course in a relevant Science, Computing, Maths or Engineering subject which has been passed with 112 UCAS points.

Applications from those that have undertaken a Computing foundation year will also be considered.

International

We welcome applications from International Applicants. View our standard entry requirements from your country.

All non-UK applicants must meet our English language requirements. For this course it is Academic IELTS of 6.0, with no element below 5.5.

The learning, teaching and assessment strategies reflect the programme aims and learning outcomes, student background, potential employer requirements, and the need to develop a broad range of technical skills with the ability to apply them appropriately.

Assessment includes coursework, which could be group or individual involving design, development, documentation and presentation tasks and exams.

Teaching approaches include studio practices; project-based learning through workshops and group work, scalable, context driven lectures, and problem based learning sessions. Ample opportunities are given to students for formative assessment with rapid feedback.

Guided independent study

When not attending timetabled sessions you will be expected to continue learning independently through self-study. This typically will involve reading journal articles and books, working on individual and group projects, undertaking preparing coursework assignments and presentations, and preparing for exams. Your independent learning is supported by a range of excellent facilities including online resources, the library and CANVAS, the online virtual learning platform.

Academic support

Our academic support team here at Kingston University provides help in a range of areas.

Dedicated personal tutor

When you arrive, we'll introduce you to your personal tutor. This is the member of academic staff who will provide academic guidance, be a support throughout your time at Kingston and who will show you how to make the best use of all the help and resources that we offer at Kingston University.

Your workload

Type of teaching and learning

Year 1

Year 2

Year 3

Year 1
  • Scheduled teaching
  • Guided independent study
Year 2
  • Scheduled teaching
  • Guided independent study
Year 3
  • Scheduled teaching
  • Guided independent study

How you will be assessed

Type of assessment

Year 1

Year 2

Year 3

Year 1
  • Coursework
  • Exams
Year 2
  • Coursework
  • Practical
  • Exams
Year 3
  • Coursework
  • Practical
  • Exams

Feedback summary

We aim to provide feedback on assessments within 20 working days.

Your timetable

Your individualised timetable is normally available to students within 48 hours of enrolment. Whilst we make every effort to ensure timetables are as student-friendly as possible, scheduled teaching can take place on any day of the week between 9.00am and 6.00pm. For undergraduate students Wednesday afternoons are normally reserved for sports and cultural activities, but there may be occasions when this is not possible. Timetables for part-time students will depend on the modules selected.

Class sizes

To give you an indication of class sizes, this course normally enrols 140 students and lecture sizes are normally 140-290. However this can vary by module and academic year.

Facilities

There is a wide range of facilities at our Penrhyn Road campus, where this course is based. You will have access to a modern environment with the latest equipment, including:

  • computing laboratories - fully equipped with fold-flat LCD screens, data-projection systems and high-spec processors;
  • state-of-the-art hardware and the latest software, including:
    • development software and tools - such as Linux, Microsoft.net, Dreamweaver, Flash 11, Eclipse, Java 2 Standard and Mobile Editions, tools for Motorola and Nokia phones, UML and CASE tools and NXP Processors Development Kits;
    • Maple, Matlab and SAS (mathematics and statistics software packages used by corporations, governments, universities, etc. across the globe);
    • Digital Signal Processors (dsPIC Digital Signal Controllers);
    • a mix of wireless LAN technologies; and
    • subject libraries, online database subscriptions and resource materials.
  • Our dedicated team of IT technicians support the labs and are always on hand to provide assistance.

Who teaches this course?

The course is taught at the Faculty of Science, Engineering and Computing. Faculty staff have a wide range of experience across research and industry and continue to practice and research at the cutting edge of their discipline. This ensures that our courses are current and industry informed ensuring you get the most relevant and up to date education possible.

Staff will use their experience and professional networks to hone your skills and shape you into the next generation of science, technology, engineering and mathematics (STEM) graduates.

Course fees and funding

2019/20 fees for this course

The tuition fee you pay depends on whether you are assessed as a 'Home' (UK or EU), 'Islands' or 'International' student. In 2019/20 the fees for this course are:

 Fee category  Amount
Home (UK and EU students) £9,250*
International Year 1 (2019/20): £14,200
Year 2 (2020/21): £14,600
Year 3 (2021/22): £15,000
Islands (Channel Islands and Isle of Man) To be confirmed by the Island Authorities

 * If your course involves a foundation year, the fee for that year for home and EU students will be £9,250 in 2019/20. The fees shown above apply for year 1 of the degree from 2018/19 onwards (fees may rise in line with inflation for future academic years). These fees are annual and may increase in line with inflation each year subject to the results of the Teaching Excellence Framework (TEF).

Eligible UK and EU students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.

Additional costs

Depending on the programme of study, there may be extra costs which are not covered by tuition fees, which students will need to consider when planning their studies.

Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, IT equipment and other support services. Accommodation and living costs are not included in our fees. 

Where a course has additional expenses, we make every effort to highlight them. These may include optional field trips, materials (e.g. art, design, engineering), security checks such as DBS, uniforms, specialist clothing or professional memberships.

Text books

Our libraries are a valuable resource with an extensive collection of books and journals as well as first-class facilities and IT equipment. You may prefer to, or be required to, buy your own copy of key textbooks.

Computer equipment

There are open-access networked computers available across the University, plus laptops available to loan. You may find it useful to have your own PC, laptop or tablet which you can use around campus and in halls of residences.

Free wifi is available on each of the campuses.

Printing

In the majority of cases coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing and photocopying costs are not included in your tuition fees.

Travel

Travel costs are not included but we do have a free intersite bus service which links the campuses and halls of residence.

Note for EU students: UK withdrawal from the European Union

EU students starting a programme in the 2019/20 academic year will be charged the same fees as those who began in 2018/19 (subject to any annual increase in accordance with the applicable terms and conditions and the Kingston University fees schedule).

They will also be able to access the same financial support for the duration of their course as students who began in 2018/19, even if their degree concludes after the UK's exit from the EU.

No assurances have yet been made regarding 2020/21 and beyond. Updates will be published here as soon as they become available.

2020/21 fees for this course

The tuition fee you pay depends on whether you are assessed as a 'Home' (UK or EU), 'Islands' or 'International' student. In 2020/21 the fees for this course are:

 Fee category Amount
Home (UK and EU students) £9,250*
International Year 1 (2020/21): £14,600
Year 2 (2021/22): £15,000
Year 3 (2022/23): £15,450

* If your course involves a foundation year, the fee for that year for home and EU students will be £9,250 in 2020/21. The fees shown above apply for year 1 of the degree from 2020/21 onwards (fees may rise in line with inflation for future academic years). These fees are annual and may increase in line with inflation each year subject to the results of the Teaching Excellence Framework (TEF). Eligible UK and EU students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.

After you graduate

The Destinations and Leavers survey indicates that graduates from this programme go onto the following careers:

  • Solutions architect
  • Software engineer
  • User experience designer
  • Usability engineer
  • System analyst
  • Technical analyst
  • Security expert
  • Security analysis
  • Data scientist
  • Business analysis
  • Business intelligence analysts
  • Software developer
  • System support manager
  • Software administrator
  • IT consultant
  • IT developer
  • Database administrator
  • Network support executive
  • Internet developer
  • Project manager
  • Web master
  • Analyst programmer
  • Web designer
  • Network analyst

Careers and recruitment advice

The Faculty of Science, Engineering and Computing has a specialist employability team. It provides friendly and high-quality careers and recruitment guidance, including advice and sessions on job-seeking skills such as CV preparation, application forms and interview techniques. Specific advice is also available for international students about the UK job market and employers' expectations and requirements.

The team runs employer events throughout the year, including job fairs, key speakers from industry and interviews on campus. These events give you the opportunity to hear from, and network with, employers in an informal setting.

Employability preparation at Kingston University

In addition to building expertise in your own discipline, our courses will also help you to develop key transferable skills that you'll need for professional life or further study once you graduate.

As well as a range of careers and employability activities at Kingston, we also offer you the chance to apply and develop your skills in live contexts as an integral part of your course. Opportunities include:

  • placements;
  • working or studying abroad;
  • volunteering;
  • peer mentoring roles; and
  • internship opportunities within and outside the University.

In your final year, you'll get the opportunity to complete a major 'capstone' project where you can apply the knowledge and skills you have acquired to a range of real issues in different contexts. This is a great way to learn and is a valuable bridge to employment or further research at masters level.

 

Courses available after you graduate

If you decide that you would like to go on to postgraduate study after your undergraduate course, we offer a 10 per cent discount on our postgraduate course tuition fees to our alumni.

What our students say

So far I've enjoyed increasing my knowledge of computer science. I've liked the use of practical lab work and workshops during the modules. It makes study more varied and allows you to see the subject theory in action. The lecturers are approachable and will help with any problems. They provide you with a clear understanding of what they are teaching.  Another good thing about Kingston is the social aspect - you make a whole new group of friends. 

I wanted to do the year's industrial placement for the experience of working at an IT-based company, being in a team environment, carrying out IT-related duties and putting the skills I had learnt on the course into practice.

I got the job at Sun Microsystems through the University's Industrial Placements Office. It has extensive contacts with IT companies, so there was a big list of jobs to choose from.  The support that I received from Kingston during the application process was invaluable. I got help constructing a professional CV, was notified of potential jobs and was able to seek advice on all stages of the recruitment process.

Richard Mullins – Computer Science BSc(Hons) (4 year sandwich)

I chose to come to Kingston because I went to an open day and loved the location - right next to a river and 30 minutes from London. The teaching staff were really friendly, so I thought it would be a great place to be. I've since found out that the nightlife in Kingston is brilliant.  There's also lots to do at the University. I played hockey for the first year. This year I joined the Kingston Chinese Association.

"In the second year I went to the States on an exchange programme for a semester.  It was a bit nerve-racking at the start.  But I made some really good friends and thoroughly enjoyed myself.  It was a great opportunity to see another culture and meet people in a different environment.

"The year's placement was also a major highlight of the course. I wanted to do it because there are so many graduates with good degrees. You need to separate yourself from the competition. The University's Placement Office was very helpful. I had a few rejections, but the staff encouraged me to keep trying and eventually I got a job I really wanted at a company called ReportLab. 

William Ng – Computer Science BSc(Hons) (sandwich course)

Computer Science at Kingston University

What our graduates say

Kingston has a great social scene. I was an active member of the University Karting Club, where I can still be found helping out. We raced all over the UK and Europe and I was a team captain for the British University Karting Championships. I also joined the Mountaineering Club so was off most weeks to a new climbing centre.

All the clubs at the University are closely linked and as soon as you are part of one, you will soon meet up with other club members on nights out. There are social events for all tastes, from balls to paint balling.

Kingston as a town is a great place with plenty of places to go and things to do - it's great for bars, restaurants and shopping and has plenty of open spaces like the Royal Parks nearby. If Kingston doesn't have what you want, you can always jump on a train and you're in central London in 30 minutes.

After graduation I decided that I needed to do something to help me stand out from the crowd and give myself an advantage over all the other people with degrees. I was eager to learn more too, so I joined the Networking and Data Communications MSc at the University. Now I'm working at the London Chamber of Commerce and Industry as IT team leader.

Rob Williams – Computer Science BSc(Hons)

My degree has given me the base knowledge and key skills I still use everyday in my job.  Networking and databases are two examples of this, along with programming in Java. 

I have always really liked the creative side of programming, but the thing I enjoy most about my job is working with customers and meeting different people. I find it immensely satisfying to be able to use my knowledge to help their businesses.

Studying computer science at Kingston has changed my life. I think the key thing about choosing a degree course is to be passionate about the subject you are studying.  If you are passionate about what you are doing, then you are going to succeed.

 

Darren Bassett

Links with business and industry

Computing qualifications are amongst the most versatile and enable graduates to find employment in a wide spectrum of careers ranging from systems and business analysts, and software engineers, through to programmers and network specialists in a wide range of public and private sector industries.

Our curriculum is largely applied in nature with many case studies chosen for their topicality and relevance to industry such as information systems design, programming, networking, and implementation issues. Working on case studies designed to simulate the working environment, typically in teams, gives students experience of applying their skills to real-world problems.

To further set the material in context as well as inspire our students leading practitioners from industry, such as Google and IBM are invited to give guest lectures and workshops. The school hosts a local BCS chapter and several members of the School are involved with the Institute at corporate level.

Placement case study – Jake Berry

We spoke to Jake about his experience on a work placement.

Why did you decide to do an industrial placement as part of your degree?

A degree puts you in a position where you can apply for graduate jobs, a placement gives you the experience and respect that makes you stand out from other candidates. For many graduates who do not have any experience in industry, a hypothetical project is the only thing which can be spoken about in a job interview. I wanted to have the chance to make an impact for a real work environment and have something on my CV which gave me more options after graduation.

What was the process for getting a placement and what support did you get from the University?

Many workshops and visits from companies were held, with a lot of interest at the beginning. The numbers began to thin as people found employment or lost interest. I had been very nervous about my job interviews and spent a lot of time with my placement coordinator. The level of support Neeta gave me was well above what I had expected. Getting a placement meant a lot to me and I went through many practice interviews before the real thing.

What does your placement role involve?

Process management, Python development, database management, application development, image manipulation, creating service desk solutions for a service desk team, asset management, working with vendors and running communications for GE Corporate.

What key elements of your job will involve what you had learned from your course?

Programming skills and database management. Teamwork can be transferred, so some extent, but it is then complemented by the professionalism you learn to adopt in the 12 months of experience.

From your experience working at your placement employer is there anything that you will utilise when you go back to your study?

I have learned many new skills which I can take back to university with me. It has given me time to think through my next steps, with a view to working on my final year project. It has offered some breathing space, allowing me to set my sights for the work ahead.

How do you feel that your placement has benefited your course?

You gain a different perspective on everything you learn at University when it is used at your internship. To put theory into practice makes you realise why you have been taught something. Finding solutions on your own is another skill which I've learned. Depending on the work environment, you might find that there is less structure around developing a solution. In my experience, I have been asked for a solution, but I haven't been instructed on how to solve this problem. It's daunting at first but what matters is that you are able to utilise your learning and adapt it to fit the requirements of the task.

Are there any other benefits of doing a placement?

When you network with people and show them the impact you have made, you will not be regarded as an intern. Because of this, what you are actually getting is a year in full-time employment, which you wouldn't necessarily be able to get if you have just rolled out of university and start to look for a graduate job. You are also allowed to make mistakes because you are not being held to your degree. These are two opportunities which you will never get again in your working life.

What job will you be seeking when you graduate?

I have enjoyed programming, which is a main focus of my degree. I don't think I will pursue this route, but instead, use it as a platform to go into other areas of business. I have enjoyed the way in which a corporate business operates. After I have graduated (and even in my final year) I will look for the opportunities which I can apply my new skill set.

What advice would you give to the students who are thinking of applying for placement?

Choose somewhere you believe you will be happy, don't be afraid to go to a job interview just to find out what that place is like. Do your research; know the company before you get there. Forget that you are a student.

Work placement year

How you can work in industry during your course

Placements:

  • provide work experience that is relevant to your course and future career;
  • improve your chances of graduating with a higher grade degree;
  • enhance your CV;
  • lead to a graduate job;
  • enable you to earn a year's salary whilst studying (the vast majority of placements are paid); and
  • help you to select your final-year project.

"To be successful, tomorrow's leaders will need to be far more rounded individuals than ever before. They will collaborate in pursuit of shared goals. They will guide, challenge and support...They will have an appetite for change and a hunger for continuous improvement, and they will have an ethos of learning and development..." Jeremy Darroch, Former Chief Executive, Sky.

"Doing a placement year effectively gives you one foot in the door of a future job and to stand out from the crowd... as well as enhancing my CV... and future interviews. It's a great motivator to be successful in my studies as it only serves to open even more doors and gain more skills." Placement student at Jagex Games Studios Ltd.

  • 81% placement students and 34% non-placement students got a first or 2.1 (Faculty of Computing, Information Systems and Mathematics, 2008).
  • 100% of placement students during 2008 recommend doing a placement (Faculty of Computing, Information Systems and Mathematics, 2008).
  • Many employers offer a graduate job to their successful placement students.

There is a lot of support available for students looking to secure a placement (eg a jobs board with placement vacancies, help with writing CVs and mock interviews). Getting a placement and passing the placement year are ultimately the student's responsibility.

For further information please contact the placements team by telephone 020 8417 2969 or email secplace@kingston.ac.uk.

Examples of placements

Placements can be with large multinational companies, international companies, local companies and small start ups; offering a diverse range of posts. Here are some examples of employers and roles:

Construction-based placement employers Construction-based placement roles 
RG Group
Multiplex
Costain
Willmott Dixon
Fluor
Assistant site manager
Assistant trades package manager
Assistant logistics manager
Health and safety officer
Construction engineer
Science-based placement employers  Science-based placement roles
Reckitt and Benckiser
GSK
Drug Control Centre
Minton Treharne and Davies Ltd
Various local and international hospitals
Bioanalytical sciences
Lab assistant
Pharmacy assistant
Sports coach
Engineering-based placement employers  Engineering-based placement roles
Airbus
BAM Nuttall
Nissan
Bosch
Wozair
Analysis of aircraft structure
Construction resources specialist
Site engineer assistant
Computing and IS-based placement employers Computing and IS-based placement roles
Disney
Sony Interactive Entertainment Europe
IBM
McKinsey
Intel
Database co-ordinator
Software developer
Website developer
App developer
Mathematics-based placement employersMathematics-based placement roles
Lloyds Banking Group
AXA
Allianz
PAU Education, Spain
Analyst
Investment solutions
Research analyst
Accounts assistant

Key information set

The scrolling banner(s) below display some key factual data about this course (including different course combinations or delivery modes of this course where relevant).

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