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INS-COM-6.1 Sample Professional Course Syllabi

This document contains a sample course syllabus for Human Computer Interaction 1 from the University of Southern Philippines Foundation College of Computer Studies. The syllabus provides information on the course code, title, description, credits, contact hours, pre-requisites, and program educational objectives. It also outlines the college and program's vision, mission, goals, and graduate attributes and program outcomes that are aligned with the course.

Uploaded by

Arlene Caballero
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0% found this document useful (0 votes)
97 views20 pages

INS-COM-6.1 Sample Professional Course Syllabi

This document contains a sample course syllabus for Human Computer Interaction 1 from the University of Southern Philippines Foundation College of Computer Studies. The syllabus provides information on the course code, title, description, credits, contact hours, pre-requisites, and program educational objectives. It also outlines the college and program's vision, mission, goals, and graduate attributes and program outcomes that are aligned with the course.

Uploaded by

Arlene Caballero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNIVERSITY OF SOUTHERN

PHILIPPINES FOUNDATION
COLLEGE OF COMPUTER STUDIES

AREA III:
INSTRUCTION

COMPLIANCE EVIDENCE

PACUCOA LEVEL III | RE-ACCREDITATION VISIT | REMOTE VIRTUAL ACCREDITATION

COMPUTER SCIENCE
PROGRAM
EVIDENCE:

COLLEGE OF COMPUTER STUDIES


SAMPLE COURSE SYLLABI

PACUCOA

LEVEL III
RE-ACCREDITATION VISIT
REMOTE VIRTUAL ACCREDITATION
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

I. COURSE INFORMATION
Course Code CS224 Course Title HUMAN COMPUTER INTERACTION 1
Course Description Course Credit Pre-requisite(s)
Lecture Laboratory Total
This course covers designing interactions between human activities and the computational systems that support them with CC111
2 units 1 unit 3 units
constructing interfaces to afford those interactions. This requires graduates to develop knowledge of HCI, including but not
Contact Hours per Week Co-requisite(s)
limited to such areas as user and task analysis, human factors, ergonomics, accessibility standards, cognitive psychology,
Lecture Laboratory Total
graphics and product design, anthropology and engineering. None
2 hours 3 hours 5 hours

II. USPF VISION, MISSION, GOAL and CORE VALUES


Vision USPF is a 21st century transformative learning environment of global lifelong learners.
Mission We commit ourselves to a value-laden quality education that nurtures, ethical, creative, competent, and socially responsive individuals.
Goal Transform USPF into a dynamic high-tech, high-touch learning organization in keeping with global standards in education and workplace requirements.
Core Values 1. Professionalism: We demonstrate professionalism in our dealings at all times and in all contexts.
2. Integrity: We keep our integrity intact and untarnished.
3. Excellence: We achieve excellence in the performance of our tasks.
4. Social Responsibility: We manifest our social responsibility through active engagement

III. COLLEGE VISION, MISSION and GOALS


Vision A 21st century globally competent professionals who foster educational excellence in informatics and computing technologies.
Mission We commit ourselves to provide a strong foundation of informatics and computing education through interdisciplinary studies that nurture ethical, creative, competent, and
socially responsive individuals.
Goals 1. Provide a challenging teaching and learning environment that promotes intellectual curiosity, discovery, innovation, and knowledge-information sharing through intensive
hands-on training using modern and state-of-the-art computing facilities and equipment.
2. Prepare students to become ICT professionals and researchers proficient in design, development, and application of computing solutions.
3. Develop and maintain a highly motivated pool of competent and dedicated ICT faculty and staff.
4. Contribute to society by advancing ICT through innovations in research and strengthen external linkages.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 1 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

IV. PROGRAM EDUCATIONAL OBJECTIVES (PEOs)


Few years after completion of the program, the alumni are expected to:
PEO1 Engage in effective Information Technology practice to address important issues across a broad variety of application domains in industry, academia, government, and non-government
agencies.
PEO2 Adapt to a continuously changing work environment, engage in life-long learning and professional advancement.
PEO3 Become well-rounded individuals who are productive and responsible members of society.

V. GRADUATE ATTRIBUTES (GA) and PROGRAM OUTCOMES (PO)


Graduate Attributes (GA) Program Outcomes (PO)
GA1 Knowledge for Solving Computing PO1 Apply knowledge of computing fundamentals, knowledge of a computing specialization, and mathematics, science, and domain
Problems knowledge appropriate tor the computing specialization to the abstraction and conceptualization of computing models from defined
problems and requirements.
GA2 Problem Analysis PO2 Identify, analyze, formulate, research literature, and solve complex computing problems and requirements reaching substantiated
conclusions using fundamental principles of mathematics, computing, sciences, and relevant domain disciplines.
GA3 Design/ Development of Solutions PO3 An ability to apply mathematical foundations, algorithmic principles and computer science theory in the modeling and design of
computer-based systems in a way that demonstrates comprehension of the tradeoffs involved in design choices.
PO4 Knowledge and understanding of information security issues in relation to the design, development and use of information systems.
PO5 Design and evaluate solutions for complex computing problems, and design and evaluate systems, components. or processes that
meet specified needs with appropriate consideration for public health and safety, cultural, societal, and environmental considerations.
GA4 Modern Tool Usage PO6 Create, select, adapt and apply appropriate techniques, resources and modem computing tools to complex computing activities, with
an understanding of the limitations to accomplish a common goal.
GA5 Individual and Team Work PO7 Function effectively as an individual and as a member or leader in diverse teams and in multidisciplinary settings.
GA6 Communication PO8 Communicate effectively with the computing community and with society at large about complex computing activities by being able
to comprehend and write effective reports, design documentation, make effective presentations, and give and understand clear
instructions.
GA7 Computing Professionalism and Social PO9 An ability to recognize the legal, social, ethical and professional issues involved in the utilization of computer technology and be
Responsibility guided by the adoption of appropriate professional, ethical and legal practices.
PO10 Exemplify the USPF core values of professionalism integrity, excellence and social responsibility.
GA8 Life-Long Learning PO11 Recognize the need, and have the ability, to engage in independent learning for continual development as a computing professional.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 2 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

VI. COURSE LEARNING OUTCOMES (CLO)


Relationship of Course Learning Outcomes to Program Outcomes
At the end of the course, students should be able to: PO PO PO PO PO PO PO PO PO PO PO
1 2 3 4 5 6 7 8 9 10 11
CLO1 Develop a mind-set that understands and recognizes the importance of users and organizational contexts in the
✓ ✓ ✓
development of IT applications and systems.
CLO2 Illustrate how emerging interactive technologies could change the design of an interface for software and
✓ ✓ ✓ ✓ ✓ ✓
hardware products.
CLO3 Apply HCI-related techniques in designing and evaluating user interfaces for different user populations and
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
domain specific applications.

VII. TEACHING-LEARNING PLAN


Program Course Learning Teaching-Learning Time
Performance Indicators Course Topics Assessment
Outcomes Outcomes Activities Allotment
USPF Vision, Mission, Goal and Core Values
• Presentation
College Vision, Mission and Goals
• Discussion
Program Outcomes Orientation Day 1
• Questioning
Course Learning Outcomes Orientation,
• Reflection
Requirements, Grading System and Expectations.
PO1 • Describe the relationship between CLO1 PRELIM • Lecture/Discussion • Exercises/Seatwork Weeks 1-4
PO6 the cognitive principles and their Human Factors • Research Work • Interactive Quiz
PO11 application to product interfaces. • Cognitive Principles (Perception, Memory, etc.) • Individual/Group • Assignment
• Explain the conceptual terms for • Understanding the User Activity • Case studies
analyzing human interaction with • Designing for Humans (Affordances, Conceptual • Major Exam
products such as affordance, models, feedback, constraints, mapping, etc.)
conceptual model, and feedback. • Ergonomics
• Analyze different user populations o
with regard to their abilities and HCI Aspects of Application Domains
characteristics for using ICT • Types of Environment
products. • Cognitive models
Prepared by: Reviewed by: Approved by: Revision Date:
March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 3 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

• Explain the connection between • Approaches


the design of a user interface and
a model of user domain expertise. Accessibility
• List some of the impacts of at least • Repetitive stress syndrome
one accessibility guideline or • Biometrics
standard on designing computer- • Accessibility guidelines and regulations
based applications. o UDL
o WCAG

PO1 • Describe the characteristics of CLO2 MIDTERM • Lecture/Discussion • Exercises/Seatwork


PO2 human-centered design methods. Human-Centered Computing • Research Work • Interactive Quiz
PO6 • Explain how human-computer • Human-centered design models • Individual/Group • Assignment
PO7 interaction considerations impact • Software development life cycle Activity • Case studies
PO8 the software development • User-analysis – profiles, personas • Major Exam
PO9 lifecycle. • Social computing
• Identify a situation in which a user • Task analysis
need can be addressed by a o Scenarios
software product. o Use cases
• Describe the difference between
mobile computing and wearable Emerging Interactive Technologies Weeks 5-10
computing. • Mobile and pervasive computing
• Understand the interaction • Wearable and tangible interfaces
possibilities beyond mouse-and- • Touch and multi-touch interfaces
pointer interfaces. • Shared, embodied and large interfaces
• Critique emerging input and • Alternative input and output devices
output (I/O) devices as compared • Virtual reality and Augmented reality
to current devices. • Sensor-nets
• List the desirable and undesirable • Speech recognition and natural processing
characteristics of emerging • Machine Learning
technologies interfaces such as • Artificial Intelligence (AI)
Prepared by: Reviewed by: Approved by: Revision Date:
March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 4 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

virtual reality system, AI Robotics, • Robotics, Chatbots. etc.


etc.

PO1 • Compare different types of CLO3 SEMI-FINAL • Lecture/Discussion • Exercises/Seatwork


PO2 interaction styles. Developing Effective Interfaces • Research Work • Interactive Quiz
PO3 • Describe ways in which users’ • Understanding the User Experience (UX) • Individual/Group • Assignment
PO4 characteristics (i.e., age, education, • Understanding Interaction Styles Activity • Case studies
PO5 cultural differences, etc.) require • Principles of Graphical User Interface (GUI) • Major Exam
PO6 adaptation of a user interface to • Element of Visual Design (layout, color, fonts,
PO7 increase effectiveness. labeling, etc.)
PO8 • Describe user interface options for • Non-graphical user interfaces
PO9 devices that do not support visual • User interface standards
PO10 user interfaces. • Quantitative evaluation techniques
PO11 • Using a prototyping tool, develop • Localization, globalization Weeks 11-14
prototypes of a GUI which • Development tools – environment, HTML, etc.
incorporates feedback from early • Prototyping
usability testing.
• Perform a simple usability Human-Centered Evaluation
evaluation for an existing software • Heuristics
application. • Usability Testing
• Measure the usability of an • Usability standards – international, OS,
application by performing a accessibility
heuristic evaluation.

PO1, PO2 • Develop user interfaces for CLO1 FINAL • Lecture/Discussion • Exercises/Seatwork
PO3, PO4 domain specific applications with CLO2 User-Centered Design and Testing • Research Work • Interactive Quiz
PO5, PO6 application of emerging CLO3 • Design process approaches and characteristics • Individual/Group • Assignment
Week 15-18
PO7, PO8 technologies • Functionality and usability requirements Activity • Case studies
PO9, PO10 • Design low-fidelity and high- • Techniques and tools for gathering requirements, • Project Presentation
PO11 fidelity prototypes of a GUI. analysis and presentation • Major Exam
Prepared by: Reviewed by: Approved by: Revision Date:
March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 5 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

• Create usability test plan and • Prototyping Techniques and Tools


measure the usability of a product • Effective evaluation techniques (Quantitative and
from the performance and Qualitative)
preference metrics.

VII. REQUIRED READING / TEXTBOOK

1. 3G-elearning (2018). Theory, Practice and Techniques in Graphics and Multimedia, ISBN 978-1680948240

VIII. SUGGESTED READINGS, REFERENCES and RESOURCES


1. 3G-elearning (2017). Graphics and Multimedia, ISBN 978-1680954036
2. Arasu, J.G, et.al (2017). Global Trends in Information Technology and Management ( HB), ISBN 978- 8179460795
3. Wilson, Lourekas, Schwart (2016). LEARN Adobe Illustrator CC for Graphic Design and Illustration, ISBN 978-0134397788
4. Bansal, S.K. ( 2016). Software Project Management (HB), ISBN 978-9331329059
5. Norman, D. (2017). User experience design.
6. Gandhi, S. J., & Sharma, N. (2016). Innovation and entrepreneurship. 2nd edition; engineering management handbook, 2nd edition, huntsville (2nd edition ed., pp. 379-392). Huntsville:
Retrieved from https://search.proquest.com/docview/2173845017?accountid=139410

IX. COURSE REQUIREMENTS


Requirements/ Assessment Task Maximum Points
UX Project Proposal Requirements 20
UX Designs and Deliverables 30
UX Prototypes (Traditional & Digital) 30
Class presentations 20
Total 100

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 6 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

X. GRADING SYSTEM
The criteria for the assessment of student competence or performance apply to all programs for all subjects.

Grading Criteria Weight


Class Standing 40%
Quizzes (20%)
Exercises (10%)
Assignment (10%)
Participation/Involvement 30%
Recitation (15%)
Project/Report (15%)
Periodic Exam 30%
Total 100.00%

Cut off Scores for Class Standing and Periodic Examinations: 60%

XI. COURSE STRUCTURE

• This course is conducted (completely online, hybrid/blended learning, flexible learning). You will participate in the course using USPF’s learning management system – CANVAS LMS.
• Please refer to the Online and Flexible Learning Handbook Graduate School and College Students (2020).

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 7 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

XII. ATTENDANCE/ABSENCE POLICY


• Only students who are officially enrolled are admitted in class.
• Students are required to attend all classes and laboratory sessions regularly and on time.
• For absences due to illness or medical reason, a medical certificate is required for readmission to the class.
• A student who appears in class after 15 minutes of the regular time is marked TARDY. Three (3) tardiness is equivalent to one (1) absence.
• Students who are absent from class for three (3) meetings must secure a Warning Form on Student Absences from their respective College Deans.
• Students who are absent from class are individually responsible for lessons, tests/quizzes, activities, projects, homework and/or assignments missed and only students with excused absences
shall be allowed to do make up work.
• Students incurring a total of twenty percent (20%) absences of the total number of hours for the semester from either a lecture course and/or a laboratory course shall be DROPPED from the
roll. Students should self-monitor their absences in their classes.
• Students who leave the class after the roll call and do not return to class shall be considered absent.

XIII. ACADEMIC HONESTY


• Students should always maintain honesty and academic integrity.
• Students who are caught cheating or plagiarizing someone else’s work shall be subject to disciplinary sanctions which may include suspension or expulsion depending on the gravity of the
offense.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 8 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN COMPUTER SCIENCE uspf.edu.ph

XIV. CLASSROOM CONDUCT

• Students are expected to show respect to their teachers and classmates in, and even out, of the classroom and to persons in authority.
• Mobile phones must be turned off or placed in silent mode while classes are going on, except when used for academic purposes and/or with the expressed consent of the faculty member.
• During examinations, all mobile phones must be surrendered to the concerned instructor/proctor and shall be retrieved after the examinations.
• Any student caught cheating using a mobile phone or similar gadgets shall be dealt with accordingly.
• Any student found disrupting or disturbing classes shall be subject to disciplinary sanctions.

XV. INSTRUCTOR INFORMATION


MARIE JOY P. MORANO-SANCHEZ, MAED
[email protected]
+639422989907
(032) 414-8773

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ, MAED AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 9 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

I. COURSE INFORMATION
Course Code CC314 Course Title APPLICATION DEVELOPMENT & EMERGING TECHNOLOGIES
Course Description Course Credit Pre-requisite(s)
Lecture Laboratory Total
This course covers fundamental concepts and models of application development for students to understand and IT222
2 units 1 unit 3 units
appreciate key processes in building efficient applications and the complexity of its development. Primarily, it includes
Contact Hours per Week Co-requisite(s)
development of applications using web, mobile and emerging technologies with emphasis on requirements management,
Lecture Laboratory Total
interface design, usability, testing, deployment, including ethical and legal considerations None
2 hours 3 hours 5 hours

II. USPF VISION, MISSION, GOAL and CORE VALUES


Vision USPF is a 21st century transformative learning environment of global lifelong learners.
Mission We commit ourselves to a value-laden quality education that nurtures, ethical, creative, competent, and socially responsive individuals.
Goal Transform USPF into a dynamic high-tech, high-touch learning organization in keeping with global standards in education and workplace requirements.
Core Values 1. Professionalism: We demonstrate professionalism in our dealings at all times and in all contexts.
2. Integrity: We keep our integrity intact and untarnished.
3. Excellence: We achieve excellence in the performance of our tasks.
4. Social Responsibility: We manifest our social responsibility through active engagement

III. COLLEGE VISION, MISSION and GOALS


Vision A 21st century globally competent professionals who foster educational excellence in informatics and computing technologies.
Mission We commit ourselves to provide a strong foundation of informatics and computing education through interdisciplinary studies that nurture ethical, creative, competent, and
socially responsive individuals.
Goals 1. Provide a challenging teaching and learning environment that promotes intellectual curiosity, discovery, innovation, and knowledge-information sharing through intensive
hands-on training using modern and state-of-the-art computing facilities and equipment.
2. Prepare students to become ICT professionals and researchers proficient in design, development, and application of computing solutions.
3. Develop and maintain a highly motivated pool of competent and dedicated ICT faculty and staff.
4. Contribute to society by advancing ICT through innovations in research and strengthen external linkages.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 1 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

IV. PROGRAM EDUCATIONAL OBJECTIVES (PEOs)


Few years after completion of the program, the alumni are expected to:
PEO1 Engage in effective Information Technology practice to address important issues across a broad variety of application domains in industry, academia, government, and non-government
agencies.
PEO2 Adapt to a continuously changing work environment, engage in life-long learning and professional advancement.
PEO3 Become well-rounded individuals who are productive and responsible members of society.

V. GRADUATE ATTRIBUTES (GA) and PROGRAM OUTCOMES (PO)


Graduate Attributes (GA) Program Outcomes (PO)
GA1 Knowledge for Solving Computing PO1 Apply knowledge of computing science, and mathematics appropriate to the discipline.
Problems PO2 Understand best practices and standards and their applications
GA2 Problem Analysis PO3 Analyze complex problems, and identify and define the computing requirements appropriate to its solution.
PO4 Identify and analyze user needs and take them into account in the selection, creation, evaluation and administration of computer-
based systems.
GA3 Design/ Development of Solutions PO5 Design, implement, and evaluate computer-based systems, processes, components, or programs to meet desired needs and
requirements under various constraints.
PO6 Integrate IT-based solutions into the user environment effectively.
GA4 Modern Tool Usage PO7 Apply knowledge through the use of current techniques, skills, tools and practices necessary for the IT profession.
GA5 Individual and Team Work PO8 Function effectively as a member or leader of a development team recognizing the different roles within a team to accomplish a
common goal.
PO9 Assist in the creation of an effective IT project plan.
GA6 Communication PO10 Communicate effectively with the computing community and with society at large about complex computing activities through logical
writing, presentations, and clear instructions.
GA7 Computing Professionalism and Social PO11 Analyze the local and global impact of computing information technology on individuals, organizations, and society.
Responsibility PO12 Understand professional, ethical, legal, security and social issues and responsibilities in the utilization of information technology.
PO13 Exemplify the USPF core values of professionalism integrity, excellence and social responsibility.
GA8 Life-Long Learning PO14 Recognize the need for and engage in planning self-learning and improving performance as foundation for continuing professional
development.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 2 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

VI. COURSE LEARNING OUTCOMES (CLO)


Relationship of Course Learning Outcomes to Program Outcomes
PO PO PO PO PO PO PO PO PO PO PO PO PO
At the end of the course, students should be able to: PO
1 2 3 4 5 6 7 8 9 10 11 12 13 14

CLO1 Develop specifications for software development effort that precisely articulates the functional
requirements, expected execution paths and the explicit use of emerging technologies, which ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
includes hardware devices and software library APIs.
CLO2 Select and use defined coding, documentation writing, and legal and ethical design standards in
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
implementing a sufficiently complex software.
CLO3 Undertake, as part of the team activity, an inspection of source code and unit testing of the
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
functional units of satisfactorily complex software project.

VII. TEACHING-LEARNING PLAN


Program Course Learning Teaching-Learning Time
Performance Indicators Course Topics Assessment
Outcomes Outcomes Activities Allotment
USPF Vision, Mission, Goal and Core Values
• Presentation
College Vision, Mission and Goals
• Discussion
Program Outcomes and Graduate Attributes Day 1
• Questioning
Course Learning Outcomes Orientation,
• Reflection
Requirements, Grading System and Expectations.
PO1 • Identify current and emerging CLO1 PRELIM • Lecture/Discussion • Exercises/Seatwork Weeks 1-4
PO2 technologies for application Emerging Technologies • Research Work • Interactive Quiz
development • Software and programming languages • Individual/Group • Assignment
PO4
• Discuss the performance vs. • Hardware and digital devices Activity • Case studies
PO5
power tradeoff of software and • Web and mobile platform • Major Exam
PO8 • Advance computing technologies
hardware technologies.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 3 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

PO11 • Describe the constraints that web o


and mobile platform puts on Ethical and legal consideration
developer. • Legal issues in computing (Compliance, system
• Identify and address new and/or use policies & monitoring risks, liabilities)
increased ethical issues raised by • Professional and ethical issues & responsibilities
existing and emerging (relationship with professional societies, codes of
technologies professional conduct, workplace issues)
• Evaluate and plan for the
integration of emerging
technologies.
PO1 • Select appropriate user tasks for CLO1 MIDTERM • Lecture/Discussion • Exercises/Seatwork
PO2 the application under CLO2 Requirements analysis and modelling • Research Work • Interactive Quiz
consideration • Requirements elicitation, documentation, and • Individual/Group • Assignment
PO3
• Summarize the user maintenance Activity • Case studies
PO4
characteristics for the application • Modelling requirements • Major Exam
PO5 • Use case model
under consideration
PO7 • Assess the appropriate modeling • Modelling tools and methodologies
PO8 tools and methods to use for the • Testing
PO9 proposed software application. • Project lifecycle phases
Weeks 5-
PO10 • Summarize the appropriate
10
deliverables for this phase of the Software Design
PO11
lifecycle. • System design principles
• Articulate design principles - Architectural design
including separation of concerns, - Detailed design
information hiding, coupling and • Design Paradigm
cohesion, and encapsulation - Structured design
• Use a design paradigm to design - Object-oriented analysis & design
a software system, and explain - Event driven design
how system design principles - Component-level design

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 4 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

have been applied in this design - Data-structured centered


• Construct models of the design - Aspect oriented
of a software system that are - Function oriented
appropriate for the paradigm - Service oriented
used to design it. • Structural and behavioral models for software
designs
• Design patterns
PO1 • Select the appropriate tools and CLO1 SEMI-FINAL • Lecture/Discussion • Exercises/Seatwork
PO2 techniques to create prototyping CLO2 Prototyping, Testing and Quality assurance • Research Work • Interactive Quiz
and testing environment. CLO3 • Standards • Individual/Group • Assignment
PO3
• Explain and apply various • Tools & Techniques Activity • Case studies
PO4
components of usability testing. • Usability acceptance / contract conformance • Major Exam
PO5 • Stress testing
• Describe how an acceptance test
PO6 is executed and evaluated. • Performance (reliability, efficiency, robustness,
PO7 • Design a stress test that will test etc.)
PO8 and pinpoint the critical issues Weeks 11-
PO11 that might impact software 14
system performance.
• Analyze the results of an
acceptance test to determine if
the product meets the stated
acceptance criteria.
• Summarize and analyze the data
from a usability test and
recommend appropriate actions.
PO1 • Work as a team to develop and CLO1 FINAL • Lecture/Discussion • Exercises/Seatwork
PO2 implement a complex software CLO2 Software testing and development • Research Work • Interactive Quiz Week 15-
system project with integration CLO3 • Design • Individual/Group • Assignment 18
PO3
of emerging technologies • Documentation Activity • Case studies

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 5 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

PO4 • Design and prepare required • Development • Major Exam


PO5 documentation for software • Testing, including unit testing
PO6 project. • Debugging
• Create test plan and conduct • Support & maintenance
PO7
software testing, including unit
PO8
testing to evaluate the usability
PO11 and performance of software
project.

VIII. REQUIRED READING / TEXTBOOK


1. Langer, A. (2016). Guide to Software Development-HB, ISBN 978-1447167976
2. Chopra, R. (2016). Software Testing and Quality Assurance (A Practical Approach), ISBN 978-9350145883

IX. SUGGESTED READINGS, REFERENCES and RESOURCES


1. Arasu, J.G, et.al. (2017). Global Trends in Information Technology and Management (HB), ISBN 978- 8179460795
2. Prudhomme, G. (2017). The Handbook of Information and Computer Ethics-HB, ISBN 978-1680944655
3. Duncan, G., Thomas, O. (2017). Power System Analysis and Design, SI Edition, ISBN 978-1305636187
4. 3G-elearning (2017). Introduction to Software Engineering, ISBN 178- 1680956900
5. Prudhomme, G. (2017). Software Metrics and software Metrology-HB, ISBN 978- 1680944686

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 6 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

X. COURSE REQUIREMENTS
Requirements/ Assessment Task Maximum Points
Case studies requirements 20
Software Analysis & Design 30
Software Implementation and Testing 30
Class presentations 20
Total 100

XI. GRADING SYSTEM


The criteria for the assessment of student competence or performance apply to all programs for all subjects.

Grading Criteria Weight


Class Standing 40%
Quizzes (20%)
Exercises (10%)
Assignment (10%)
Participation/Involvement 30%
Recitation (15%)
Project/Report (15%)
Periodic Exam 30%
Total 100.00%

Cut off Scores for Class Standing and Periodic Examinations: 60%

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 7 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

XII. COURSE STRUCTURE

• This course is conducted (completely online, hybrid/blended learning, flexible learning). You will participate in the course using USPF’s learning management system – CANVAS LMS.
• Please refer to the Online and Flexible Learning Handbook Graduate School and College Students (2020).

XIII. ATTENDANCE/ABSENCE POLICY


• Only students who are officially enrolled are admitted in class.
• Students are required to attend all classes and laboratory sessions regularly and on time.
• For absences due to illness or medical reason, a medical certificate is required for readmission to the class.
• A student who appears in class after 15 minutes of the regular time is marked TARDY. Three (3) tardiness is equivalent to one (1) absence.
• Students who are absent from class for three (3) meetings must secure a Warning Form on Student Absences from their respective College Deans.
• Students who are absent from class are individually responsible for lessons, tests/quizzes, activities, projects, homework and/or assignments missed and only students with excused absences
shall be allowed to do make up work.
• Students incurring a total of twenty percent (20%) absences of the total number of hours for the semester from either a lecture course and/or a laboratory course shall be DROPPED from the
roll. Students should self-monitor their absences in their classes.
• Students who leave the class after the roll call and do not return to class shall be considered absent.

XIV. ACADEMIC HONESTY


• Students should always maintain honesty and academic integrity.
• Students who are caught cheating or plagiarizing someone else’s work shall be subject to disciplinary sanctions which may include suspension or expulsion depending on the gravity of the
offense.

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 8 of 9
Academic Year 2020-2021
Semester First

BACHELOR OF SCIENCE IN INFORMATION TECHNOLOGY uspf.edu.ph

XV. CLASSROOM CONDUCT


• Students are expected to show respect to their teachers and classmates in, and even out, of the classroom and to persons in authority.
• Mobile phones must be turned off or placed in silent mode while classes are going on, except when used for academic purposes and/or with the expressed consent of the faculty member.
• During examinations, all mobile phones must be surrendered to the concerned instructor/proctor and shall be retrieved after the examinations.
• Any student caught cheating using a mobile phone or similar gadgets shall be dealt with accordingly.
• Any student found disrupting or disturbing classes shall be subject to disciplinary sanctions.

XVI. INSTRUCTOR INFORMATION


MARIE JOY P. MORANO-SANCHEZ
[email protected]
+639422989907
(032) 414-8773

Prepared by: Reviewed by: Approved by: Revision Date:


March 21, 2020
MARIE JOY P. MORANO-SANCHEZ AAHRON M. DINAUANAO, DIT ERNESTO ALOLOR, PhD Page:
Faculty Dean VPAA 9 of 9

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