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Module WIM (S2) Software Engineering

The document outlines a work-integrated master's degree program in software engineering that includes two terms. The first term covers topics like front-end development, UI frameworks, database design, and web development foundations. The second term includes courses on computer systems, computing and society, and cyber security. The program offers two options - a full-time mode taking 18 months or a part-time mode taking 24 months. The document provides learning outcomes and details for each course module in the first term of the program.

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Mimy
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0% found this document useful (0 votes)
24 views

Module WIM (S2) Software Engineering

The document outlines a work-integrated master's degree program in software engineering that includes two terms. The first term covers topics like front-end development, UI frameworks, database design, and web development foundations. The second term includes courses on computer systems, computing and society, and cyber security. The program offers two options - a full-time mode taking 18 months or a part-time mode taking 24 months. The document provides learning outcomes and details for each course module in the first term of the program.

Uploaded by

Mimy
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Work-Integrated Master Degree in

Software Engineering
CONTENTS

TERM I: POSTGRADUATE DIPLOMA IN SOFTWARE ENGINEERING

Module 1: Front End Development & Programming


Module 2: UI Frameworks
Module 3: Database Design Development
Module 4: Web Development Foundations
Module 5: Web development using platforms
Module 6: Develop Enterprise Applications
Module 7: Application Integration
Module 8: Application Development (Capstone)

TERM II: MASTER OF SCIENCE IN COMPUTING (TOP-UP)

Module 1: Computer Systems


Module 2: Computing and Society
Module 3: Cyber Security
Module 4: MSc Project

LEARNING DESIGN AND ASSESSMENTS

Learning Design and Activities


Assessments Method and Weightage

OPTION 1 : FULL TIME MODE


6 months bootcamp + 18 months full time work and part time study

OPTION 2 : PART TIME MODE


12 months bootcamp + 12 months full time work and part time study
+ 6 months full time work
TERM I : POSTGRADUATE DIPLOMA IN SOFTWARE ENGINEERING
1.Duration: (FT Mode: 6 Months) / (PT Mode: 12 Months)
2.Total Hours: 1042.5 Hours
3.Learning Activities:

9.5% 9.5% 7.0% 0.5% 9.5% 11.0% 53.0%


Flipped Class Assignment Project Assess E-learning Project Additional
Mentoring -ment Implementation Practice

Module 1: Front End Development & Programming

Learn to design basic software components using Java and understand


object-oriented concepts, develop JSP pages with database integration
and create documentation for the developed Java application. Learn
basic web design skills using HTML, CSS & Javascript along with
interactive library like jQuery.

• Key technical components in and supporting a user interface


• Information flows in user interface design
• Basic methodologies in graphical user interface development
• HTML, CSS, Javascript
• Programming using jQuery
• Design requirements for simple, basic software components
• Basic programming in Java
• Object oriented concepts in java
• Basics of JSP
• Basic software design tools and techniques
• Types of controls elements and features in software
• Indicators of software functionality and interoperability
• Documentation of design details
Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Create web pages using HTML, CSS & Javascript


• Include interactive elements using JQuery
• Assemble a list of functionalities and needs required
• Identify information flows Develop components of user interface
prototypes
• Design graphic user interfaces (GUIs), according to clear guidelines
and specifications, making tweaks where required
• Evaluate the effectiveness of user interface design according to the
metrics set
• Document changes or updates to software / applications’ & user
interface design
• Craft information content and materials for the product user guide
• Design a simple Web based form with a database using JSP & MySQL
• Design a simple software component or interface according to
functional specifications and business requirements
• Utilise appropriate software design methods and tools, in line with the
organisation & software design practice and principles
• Identify relevant controls, elements and features to be included in the
software to meet its design objectives
• Assess functionality and interoperability of different elements or
components in the software design
• Produce detailed design documentation mapped to user
specifications
• Implement a simple web based form with a database using JSP &
MySQL
Module 2: UI Frameworks

Learn techniques for gathering and analysing user feedback. Learners


will also acquire knowledge on Bootstrap, understand the basics of
Angular JS as well as do testing on software / application design.

• Techniques for gathering and analysing user feedback


• Indicators of user experience
• Steps in the user interaction process
• Acquire knowledge on Bootstrap
• Understand basics of Angular JS
• Tests for software / application design
• Types of user response

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Gather inputs and feedback from users on their needs and


experiences with IT products and services
• Analyse user patterns and feedback from target users of IT products
and services to understand the desired user experience and outcomes
• Identify performance levels and gaps between current level of user
experience and the desired user experience
• Measure the user & level of engagement and stickiness with the
product or service using pre-defined metrics or guidelines
• Measure indicators of general user response to the product or service
• Develop a prototype / wireframe of the user interface based on
established requirements and methodologies and taking into account
user centred inputs and perspectives
• Propose suggestions and modify aspects of an IT product or service to
enhance the overall user experience
• Implement usability tests on the updates or modifications made to a
software and application design, to verify its technical viability and
effectiveness
Module 3: Database Design Development

• Learn basic SQL programming skills, create and implement MySQL


Database and write SQL queries for web application development.
This module has mapped with the Oracle course - Exam 1Z0-909:
MySQL 8.0 Database Developer Oracle Certified Professional for the job
role “Database Developer”.
• Different kinds of data and their requirements
• Elements of database schemas
• Various fields and components of database models
• Mechanisms and processes for data maintenance, storage and retrieval
• Data warehousing processes
• Understand basics of SQL queries
• Understand ways to design & implement a MySQL database

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Identify requirements of various structured and unstructured data


• Draft database schemas within design constraints, to meet business /
information needs
• Incorporate parameters and fields for database models
• Develop a MySQL database for a data driven website
• Implement a MySQL database based on design
• Write queries for use in a web application
• Implement mechanisms for the maintenance, storage and retrieval of
data from database models
• Perform data warehousing, aggregating data from multiple specified
sources
• Translate project specifications, objects and data models into database
structures
Module 4: Web Development Foundations

Learn the basics of Servlets, JSP and Struts MVC framework as well as
the organizational standards in application development and
documentation along with the process of embedding user interface
templates.

• Application development tools and methodologies


• Syntax and structures of commonly-used programming languages
and their respective Application Programming Interfaces (API)
• Tools and techniques required for performing coding / programming
• Basics of Servlets & JSP
• Basics of Struts framework
• Organizational standards in application development and
documentation
• Process of embedding user interface templates
• Software tests and process for executing unit testing
• Application development standards
• Commonly-encountered application errors

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Develop / program simple applications or components according to


agreed specifications
• Reuse externally developed components in creation of applications
• Develop Struts MVC Application
• Embed user interface templates into applications according to design
guidelines and specifications
• Run routine software tests to identify defects or errors
• Perform unit testing of each unit of the codes to ensure that the code
works according to application requirements
• Make simple revisions and modifications to Struts application
Document the internal design of the application for future maintenance
and enhancement
Module 5: Web development using platforms

Learn how to build great web digital experiences and modernize


business operations with highly expandable, scalable, and enterprise
standard applications using Liferay portals.

• The process of developing proof of concepts using Liferay portals


• Architecture of Liferay
• Liferay SDK/ plugins
• The objectives of solution architecture and authentication and
authorization techniques
• The steps for developing solution architecture and tools and
techniques are useful for modeling
• The Interactions among various IT components

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Identify the technical and functional requirements of stakeholders &


meeting their business needs
• Prepare a functional specification and technical blueprint for a
solution using Liferay
• Develop a solution architecture using Liferay portal by developing the
content, portlets and backend using Liferay SDK/ IDE Plugins
• Develop an architectural proof of concept by adopting appropriate
permissions and authorizations available in Liferay platforms
• Demonstrate how the recommended architecture address the
business needs
• Recommend modifications by implementing regular reviews and
monitoring
Module 6: Develop Enterprise Applications

Learn how to build customer centric, data led, marketing, sales, and
enterprise commerce applications by applying Omicom process and
rules engine.

• The components and requirements of a software design blueprint


• The software design standards, methods, tools & techniques, and their
pros and cons Omnicom Architecture and Components
• OmniCom Web Front System Administration OmniCom Workflow
Design Tools (Forms, Process & Rule Engine)
• OmniCom Product Engine
• The impact of different software design elements on overall software
operations and usability

Learning Outcome:

By the end of this module, the Learner should be able to apply the
following skills:

• Create a software design blueprint based on a broad design concept,


and business and user requirements
• Prepare functional specifications of software systems to address
business and user needs
• Develop the persona-based marketing campaign on Digital channels
using OmniCom process engine
• Anlayse OmniCom marketing and Sales Produce design
documentation for complex software
• Review design documentations produced
Module 7: Application Integration

Learn to orchestrate the integrated flow of the disparate applications by


providing access to the functionalities and data from independently
designed applications (Facebook Ads, Google Ads, Webhook) using a
single application service or user interface.

• The elements of an application integration plan


• Describe the Pros and cons, and applications of various middleware
components
• Learn ReactJS components development
• SDK/ API required to develop the components to integrate with
Facebook Ads, Google Ads, and OAuth integration for Social media
• The features of target environment or platforms on which applications
operate
• The troubleshooting, and testing procedures and techniques are useful
for successful integration

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Assess available hardware and software integration solutions to meet


stakeholder needs
• Develop the middleware component using ReactJS to integrate with
external applications such as Google Ads, Facebook Ads
• Integrate data using Webhooks
• Enable optimal operation in newly-integrated environments and
platforms of modules and applications
• Track the application integration end-to-end process in the target
environment
• Investigate application integration problems or deficiencies
• Facilitate changes to improve integration performance among
applications
• Execute testing methods to verify the application integration
Module 8: Application Development (Capstone)

Learn to plan and drive small to medium scale enterprise software


applications using Liferay Platforms, Omnicom channels and other 3rd
party applications. As well as, learn all phases of the project
management, starting from initiation, planning, analysis, design,
resource implementation, monitoring and controlling, including
resource allocation and risk mitigation.

• Conduct research using appropriate methods for enterprise


application
• Communicate research outcome to the relevant stakeholders
• Establish timely contact points for internal and external stakeholders
which have an impact or impact on the project process and results
• Prepare the project scope, costing and schedule
• Implement appropriate methodologies and techniques to develop the
solution
• Develop test cases to test the solution
• Perform root cause analysis to manage the problem or incidents
happened during the development and testing
• Adopt problem management life cycle to resolve the issues
• Allocate resources to different service areas based on a Policy Priorities
Assessment
• Organize project accomplishments in an agreed cost, time and
resources and, where appropriate, enforce corrective action.
TERM II - MASTER OF SCIENCE IN COMPUTING (TOP-UP)
1.Duration: (FT Mode: 18 Months) / (PT Mode: 12 Months)
2.Total Hours: 1200 Hours
3.Learning Activities:

4% 5% 1% 10% 80%
Practical Workshop Tutorial GLH Additional Practice
/Seminar

Module 1: Computer Systems


Computer Systems introduces students to the fundamental concepts,
methodologies, and techniques of computer systems and hardware.
Understanding how a computer operates is key to understanding many
aspects of computer science, and incorporates ideas of logic design,
state machines, and network communications. Computer Systems
introduces the fundamental principles of computer systems, including
logic design, state machines, assembly level representation,
performance evaluation, parallel systems, and network organisation.
Students will investigate how computer systems operate, including
writing small assembly language programmes and designing state
machines.

The aim of Computer Systems is to develop students’ fluency in systems


understanding and design. The module will require students to both
implement their own systems designs and understand existing systems
designs.

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Design a logic circuit using the fundamental building blocks of logic


design.
• Develop state machine descriptions for problem statement solutions
(e.g., traffic light sequencing, pattern recognisers).
• Write assembly language program segments.
• Use software tools to profile and measure program performance.
• Evaluate performance of sequential and parallel versions of a program
with different problem sizes and be able to describe the speed-ups
achieved.
• Articulate the organisation of the Internet.
Module 2: Computing and Society

Computing and Society module examines the role computing takes in


society. The module incorporates ideas from ethical practice, usability
and accessibility, sustainability, and an introduction to the legal
frameworks related to computing. Understanding people (users) and
their needs is fundamental to the modern computer scientist, who
develops systems for people. Furthermore, ethical concerns on
computer use and the professional requirements surrounding these
concerns are essential in the modern IT workplace. Computing and
Society introduces computing in a social context, examining initially
ethical arguments surrounding computer usage in modern society.
Accessibility and sustainability of computer systems is also explored.
Professionalism, and in particular professional conduct and interaction
are examined via digital collaboration tools. Finally, an introduction to
legal frameworks – specifically intellectual property – is undertaken.

Computing in Society provides students with the legal, social, ethical,


and professional frameworks that allow them to be responsible IT
practitioners. The understanding delivered in this module is
fundamental when working in areas of software engineering, artificial
intelligence, data science, and cyber-security within computer science.

The aim of Computing and Society module is to develop students’


fluency in professional and ethical practice. The module will require
students to examine various case studies of computing use to
undertake ethical argumentation surrounding best practice.

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Evaluate the efficacy of a given design and implementation using


empirical data.
• Evaluate ethical/social trade-offs in technical decisions.
• Create and conduct a usability test for an existing software application.
• Illustrate global social and environmental impacts of computer use
and disposal (e-waste).
• Compare the HCI issues in individual interaction with group
interaction.
• Compare and contrast various collaboration tools.
• Characterise and contrast the concepts of copyright, patenting, and
trademarks
Module 3: Cyber Security

Cyber Security module explores the risks and mitigations inherent to


computer use. The module incorporates ideas from ethical practice, risk
management, legal considerations, and technology- based solutions to
address computer security issues. Cyber Security begins by examining
the concept of privacy from a philosophical, legal, and ethical
standpoint, before exploring some of the technology used to protect an
individual’s privacy. The module then continues by introducing
foundational principles of computer security, including policies, legal
frameworks, CIA (Confidentiality, Integrity, Availability), threats, and
attacks. With these principles in place, the module explores secure
design and the use of cryptography in computer systems. Finally,
human- factors, including interface design and governance are
explored.

Cyber Security brings together concepts covered in a range of modules


throughout computing, including Computing and Society, Software
Development 2, and Databases. Cyber-Security explores how the issues
introduced in other modules fit within current computer security
definitions. The module also explores the technology to support
computer security throughout.

The module will require students to undertake evaluation of systems to


understand vulnerabilities and mitigations. This will best place students
to understand the requirements of security as they enter the workplace.

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Evaluate solutions to privacy threats in transactional databases and


data warehouses.
• Investigate measures that can be taken by both individuals and
organizations including governments to prevent or mitigate the
undesirable effects of computer crimes and identity theft.
• Analyse the trade-offs of balancing key security properties
(Confidentiality, Integrity, and Availability).
• Evaluate risks to privacy and anonymity in commonly used
applications.
Module 4: MSc Project

The MSc Project allows students to explore a topic of their choosing


based on their own interests as agreed and supported via a member of
the academic team. The project provides an opportunity for students to
research and deliver a significant piece of individual work that
incorporates the practical and analytical skills presented in their
programme.

The MSc Project will enable students to explore a topic of their choice.
There are four project- types planned:

Student-defined.
Academic-defined (research-based).
Industry-defined.
Social enterprise
All projects will be signed-off by an academic supervisor. The students’
goal is to produce a product and supporting report.

Learning Outcomes:

By the end of this module, the Learner should be able to apply the
following skills:

• Self-manage a significant piece of individual work using appropriate


project management techniques.
• Synthesise information, ideas, and practices to define a quality
solution to a problem.
• Apply practical and analytical skills present in computer science as a
whole.
• Produce a project deliverable that meets a real need in a wider
context.
• Critically self-evaluate the overall project process and deliverables.
• Recognise the legal, social, ethical, and professional issues relevant to
a project.
• Produce a report that describes and summarises the entire project
deliverable and process, including evaluation.
Learning Design and Activities

Flipped class

In the flipped class, the learner performs all or any of the following
activities:
- Raise queries and seek guidance from the faculty
- Perform more advanced activities related to the Assignment by
applying the knowledge gained before the class - either individually or
with a group of learners

The activities of the Instructor during the Flipped Class are:


- Conduct the lecture of the complex topics, which most of the learners
are found it difficult during the e-learning session
- Address all the learner’s queries related to the concepts and
assignments
- Demonstrate the assignments as per the session plan
- Provide the guidance to the learner to start doing the assignments
- Encourage the learners to provide constructive feedback about the
contents, delivery, and support.

Assignments (Self-paced)

Assignments are exercises which require the learner to apply the skills
gained due to conceptual learning and produce the desired output as
defined in the Assignment Statement.

They usually cover skills related to one or more Instructional Units of a


module.
Assignment submission is mandatory, and it is one formative
assessment.
Online Support from a mentor or Learning Associate / Learning
Facilitator is available through a webinar.

These support sessions will be scheduled as per the session plan.


Learners must make use of these support sessions to complete the
assignment.

Project Mentoring

- Subject Matter expertise related to the Course


- Industry Experience
- Crossing hurdles while implementing the learning at Workplace
- Guide the learner in Projects, when the learner needs help
Assessments Method and Weightage

Summative Assessment Weightage:

30% 60% 10%


Multiple Choice Question Assignment Presentation

Summative Assessment Weightage (Capstone):

70% 30%
Project Report Project Presentation

Formative Assessments:
This type of assessment is used during learning, to gauge the learning
progress and achievement of learners for learning (Assessment for
learning).

It consist of Multiple-Choice Questions (MCQ) and Assignments (Lab


Exercises)

Summative Assessment:
This type of assessment is done during End of learning, to determine
the learner’s competence at the end of the course.

The learner’s knowledge and application of skills learnt during the


course are measured against the stated abilities and knowledge in
Technical Skills Competencies mapped to the module.

It consist of Project Report, Project Presentation, Oral Questioning,


Review & Feedback.
Bridging Digital Talent Crunch
and Income Inequality Globally

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