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Monday, May 9, 2011

SYLLABUS IN COMPUTER IV

ATENEO DE ILOILO
Santa Maria Catholic School
High School Department

SYLLABUS IN COMPUTER IV

I. COURSE TITLE: JAVA PROGRAMMING AND INFORMATION TECHNOLOGY PROJECT MANAGEMENT

II. COURSE DESCRIPTION

Computer IV deals in the development of the learners’ knowledge in programming skills in terms of doing programming exercises through object-oriented programming. The course also allows them to enhance their logical and analytical skills by immersing into the different facets of computing.

The subject course has two essential and complementary parts: Java Programming, and I.T. Project Management. The first part of the course covers some programming fundamentals that will aide in learning to program using Java language and to equip the students the essential logical and analytical skills that would enable them to create simple programs. The last part of the course is a culmination of their computer subjects from first year to fourth year through an I.T. project. The I.T. Project Management is a project oriented course that will instill team support and effort as the students will undergo the same procedures of an I.T. Team.

III. GENERAL OBJECTIVES

At the end of the school year, students are expected to:
1. define common terms and basic concepts in object-oriented programming;
2. enhance programming skills by constructing java programs in solving simple or common programming problems;
3. learn the basic principles of I.T. project management;
4. simulate phases of I.T. project management through a small scale I.T. project; and
5. present IT project as a Team output.

IV. COURSE TOPICS AND PROJECT REQUIREMENTS

A. FIRST QUARTER
Java Programming

1. IT Fundamentals I
a. The Ten Commandments of Computer Ethics
b. Number Systems and Conversion
c. ASCII and the Machine Language

2. Introduction to Object-Oriented Programming
a. Basic Concepts in Object-Oriented Programming
b. Introduction to Java
c. Getting Started
d. Compiling a Java Program using an IDE
e. Executing a Java Program using an IDE
f. Common Programming Errors

3. Your First Java Program
a. Explaining Welcome.java
b. Explaining Main.java

4. Data Types, Literals, Keywords and Identifiers
a. Keywords
b. Identifiers
c. Data Types
d. Literals

5. Java Operators
a. Arithmetic Operators
b. Relational Operators
c. Logical Operators
d. Bitwise Operators
e. Operator Precedence

6. Decisions
a. if statement
b. if-else statement
c. Nested if statement
d. switch statement
e. break statement

Project:
1. Java program calculating the taxes based on different inputs
2. Proposal on final project in Java Programming

B. SECOND QUARTER

1. IT Fundamentals II
a. Flowcharting

2. Loops
a. for structure
b. while structure
c. do while structure

3. Exceptions
a. Nested Loops
b. continue
c. break

4. Classes
a. Classes
b. Constructors
c. Inheritance
d. Interface
e. Overloading Methods
f. Overriding Methods

5. Arrays
a. Single Dimensional Arrays
b. Multi-Dimensional Arrays

6. GUI
a. Abstract Window Toolkit (AWT)
b. Containers
c. Layout Managers
Project:
1. Completed proposed Java program.
2. Calculator GUI

C. THIRD QUARTER
I.T. Project Management

1. IT Fundamentals III
a. Basic logical circuits
b. Truth tables

2. Planning an Information Technology Project
a. Introduction to It Projects
b. Types of IT Projects
c. IT Project Life Cycle
d. IT Project Team Structures

3. Defining the It Project
a. IT Project Scope
b. IT Project Storyboard
c. Work Breakdown Structure

4. Planning your It Project Resource
a. IT Project Resources
b. Resource Availability and Sourcing Options, and Project Budget Plan

5. Developing an IT Project Schedule
a. Project Scheduling
b. The Gantt Chart
c. The Project’s Critical Path

Project: I.T. Project Proposal with documentation of its scope and schedule.

D. FOURTH QUARTER

1. Developing a User Interface
a. User Interfaces
b. Basic Principles of Interface Design
c. Documenting User Interface Needs
d. Acceptance Criteria in User Interface Development
e. Developing the User Interface

2. More Specifications
a. User Specifications
b. Technical Specifications Development
c. Acceptance Criteria in Technical Specifications Development
d. Technical Specifications Documentation

3. Monitoring the I.T. Project Status
a. Introduction to IT Project Status Monitoring
b. Steps in Team Member and Project Manager Reporting
c. Identifying Delay Causes and Resolving Problems
d. Monitoring Completion of Corrective Action

4. Testing and Project Quality
a. Quality
b. Project Quality Management Processes
c. Introduction to Testing
d. Types of Testing
e. Peer Review

5. IT Project Documentation
a. Introduction to IT Project Documentation
b. Types of IT Project Documentation
c. Additional Documentation Requirements

6. IT Project Retrospective
a .IT Project Evaluation, Feedback, Maintenance, and Enhancements

7. IT Fundamentals IV
a. Flash Game Making


Project: Complete documentation of the I.T. Project proposal.

V. GRADE COMPONENTS

Project ----- ----- 40%
Exam ----- ----- 30%
Quiz ----- ----- 20%
Recitation ----- ----- 10%
Total ----- 100%

Criteria for Projects:
Content ----- ----- 15 pts.
Organization ----- ----- 5 pts.
Mechanics ----- ----- 10 pts
TOTAL ----- 30 pts.

Note: Projects and its corresponding rubrics or criteria will be introduced to students during its presentation.

V. GENERAL REQUIREMENTS

1. Official Computer IV Textbooks:
Abe, Lesley, Jaime D.L. Caro, et al. (2010). Java Programming. Quezon City: TechFactors, Inc.
Abe, Lesley, Jaime D.L. Caro, et al. (2010). IT Project Management. Quezon City: TechFactors, Inc.
2. Computer Notebook
3. Black Pen and Intermediate Paper

VI. REFERENCES

1. Official Computer IV Textbooks:
Abe, Lesley, Jaime D.L. Caro, et al. (2010). Java Programming. Quezon City: TechFactors, Inc.
Abe, Lesley, Jaime D.L. Caro, et al. (2010). IT Project Management. Quezon City: TechFactors, Inc.

CONSULTATION:
Academic consultations are highly encouraged by the subject teacher/s by appointment during school hours depending on their availability. Students and/or parents can contact the teacher through e-mail, and may still be accommodated after class (4:00 – 4:30 p.m. only) if deemed necessary and upon appointment set two days (or earlier) before the said consultation.

Prepared by:
Mr. Rodolfo C. Eregia, Jr.

SYLLABUS IN COMPUTER II

ATENEO DE ILOILO
Santa Maria Catholic School
High School Department

SYLLABUS IN COMPUTER II


I. COURSE TITLE: FLASH ANIMATION AND WEB DESIGN

II. COURSE DESCRIPTION

Computer II is introduction to the basics of creating animations using Macromedia Flash 5 and designing Web pages with Notepad.

The first part of the course tackles on the fundamentals of creating animations that will be used as movie and animated clips and publication to the Internet. The second part is Web Design. It includes the key procedures and principles of designing for the web and optimizing the content such as the quality of the images and the texts and the efficiency of layouts and hyperlinks. It also includes review of the interface of Windows Movie Maker and the basics of movie making.

III. GENERAL OBJECTIVES
At the end of the school year, students are expected to:
1. use Macromedia Flash 5 in creating animations;
2. create simple movie and animated clips;
3. develop awareness and practice publishing ethics and guidelines;
4. compile multimedia images and clips using Windows Movie Maker;
5. develop appreciation on the use of HTML tags and CSS properties by creating a well-formed website according to W3C standards; and
6. evaluate the efficiency of other websites.

IV. COURSE TOPICS AND PROJECT REQUIREMENTS

A. FIRST QUARTER
Animation in a Flash

1. Animation
a. Animation Defined
b. Traditional Animation Process
c. Animation Techniques

2. Flash Animation
a. What’s Up with Flash?
b. Creating a New Flash Document
c. The Flash GUI
d. Modifying Flash Document Properties

3. Drawing and Developing Objects
a. Flash Drawing Tools
b. Illustrating Characters
c. Layers
d. Grouping Objects and Breaking Them Apart
d. Library and Symbols

4. Making Things Move
a. Action and Movement
b. Timeline
c. Basic Frame-by-Frame Animation
d. Tweening

5. More Animation Techniques
a. A Tad More Tweening
b. Changing Color Properties
c. Motion Guide
d. Timeline Effects

Projects:
1. Flipbook animation
2. Flash animated clip complete with the storyboard and dialogue.

B. SECOND QUARTER

1. Character Development
a. Tips on Conveying Emotion
b. Importing Sounds
c. Synchronizing Mouth Movements
d. Importing Raster Graphics for Backgrounds

2. Masks, Text, and More
a. Masks
b. Using Text
c. More Animation Tips

3. Interactivity
a. Buttons
b. ActionScripts
c. Button States

4. Flash for the Web
a. Laying-out for the Web
b. Integrating Texts and Graphics
c. More ActionScripts

5. Publishing Your Flash Movie
a. Movie Assembly
b. Publishing Formats
c. Distribution Ethics

Windows Movie Maker
1. Introduction

Project:
1. Flash Website complete with menus and content with embedded flash objects and clips.
2. Movie clip explaining the interface of their Flash Website project.

C. THIRD QUARTER
Web Design

1. Introduction to Web Page Design
a. Your First Web Page
b. Web Tools
c. Format

2. Playing with Tags
a. Heading
b. Paragraph
c. Lists
d. Preformatted Text
e. Horizontal Rule

3. Fashioning Text Styles and Colors
a. External Style Sheet
b. Font
c. Color
d. Text
e. Special Characters
f. Comment Tags

4. Working on Images
a. Internal Style Sheet
b. Background Values
c. Image Attributes
d. Image File Types
e. Animated GIFs

5. Working with Tables
a. In-line Style Sheet
b. Tables
c. Table Tags
d. Table Attributes

Project:
1. Webpage developed only with the use of Notepad and its corresponding layout for its design.
2. Individual Full Webpage of Ateneo de Iloilo designed using notepad

D. FOURTH QUARTER

1. Opening the Box Model
a. Selected Style Sheet Topics
b. Page Layout: Layout Table vs. CSS Positioning
c. Span and Div Tags
d. The Box Model
e. Margin and Padding

2. Links
a. HTML Links
b. Link Target: New Window
c. Link to other parts of the same page
d. E-mail Address as Link
e. Image as Link
f. Multimedia

3. Going Beyond Tags
a. Meta Tags
b. Web Advertisements
c. Website Sections
d. Uploading Files
e. Submitting Your Site for Crawling
f. Intellectual Property Rights (IPR)

4. Web Interactive
a. Web Technologies
b. Web Tricks

5. Executing Forms
a. Online Forms
b. Content
c. Input Fields
d. Submit Query and Reset Buttons
e. Processing Forms

Projects:
1. Individual Full Website of Ateneo de Iloilo designed using notepad and with integration of Flash Animations.
2. Group Integrated Full Website of Ateneo de Iloilo designed using notepad and with integration of Flash Animations.
3. Design layouts for both websites.

Note: Projects and its corresponding rubrics or criteria will be introduced to students during its presentation.

V.GRADE COMPONENTS

Project ----- ----- 40%
Exam ----- ----- 30%
Quiz ----- ----- 20%
Recitation ----- ----- 10%
Total ----- 100%

Criteria for Projects:
Content ----- ----- ----- 15 pts.
Organization ----- ----- ----- 5 pts.
Mechanics ----- ----- ----- 10 pts
TOTAL ----- 30 pts.

VI. GENERAL REQUIREMENTS

1. Official Computer II Textbooks:
Maximo, Alexander C., Jaime D.L. Caro, et al. (2010). Animation in a Flash. Quezon City: TechFactors, Inc.
Aquinde, Janice Julia E., Jaime D.L. Caro, et al. (2010). Web Design. Quezon City: TechFactors, Inc.
2. Computer Notebook
3. Black Pen and Intermediate Paper
4. Post-it (3x3)

VII. REFERENCES

1. fficial Computer II Textbooks:
Maximo, Alexander C., Jaime D.L. Caro, et al. (2010). Animation in a Flash. Quezon City: TechFactors, Inc.
Aquinde, Janice Julia E., Jaime D.L. Caro, et al. (2010). Web Design. Quezon City: TechFactors, Inc.
2. Internet Websites
http://www.w3schools.com/

CONSULTATION:
Academic consultations are highly encouraged by the subject teacher/s by appointment during school hours depending on their availability. Students and/or parents can contact the teacher through e-mail and may still be accommodated after class (4:00 – 4:30 p.m. only) if deemed necessary and upon appointment set two days (or earlier) before the said consultation.

Prepared by:
Mr. Rodolfo C. Eregia, Jr.