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ICT Computer Programming (JAVA)

The document outlines the revised Senior High School curriculum for Computer Programming (Java) in the Philippines, comprising 320 hours of instruction over four quarters. It covers fundamental Java concepts, programming principles, object-oriented programming, and GUI development, aiming to equip learners with skills for careers in the tech industry. Upon completion, students will be eligible for assessments leading to certifications in computer programming.

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0% found this document useful (0 votes)
5 views12 pages

ICT Computer Programming (JAVA)

The document outlines the revised Senior High School curriculum for Computer Programming (Java) in the Philippines, comprising 320 hours of instruction over four quarters. It covers fundamental Java concepts, programming principles, object-oriented programming, and GUI development, aiming to equip learners with skills for careers in the tech industry. Upon completion, students will be eligible for assessments leading to certifications in computer programming.

Uploaded by

bcandelaria
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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Republic of the Philippines

Department of the Education


DepEd Complex, Meralco Avenue, Pasig City

REVISED SENIOR HIGH SCHOOL CURRICULUM


Computer Programming (Java)
(TECHNICAL PROFESSIONAL)
Grade 11/12
COMPUTER PROGRAMMING (JAVA)
(320 Hours)
COMPUTER PROGRAMMING (JAVA)
(320 HOURS)

Number of hours/quarter: 80 hours


Number of hours/week: 8 hours
Course Description:
This course enables learners to competently develop, test, and maintain software applications using Java. Thus, it enhances their career
opportunities in the tech industry and allows businesses to build robust and scalable solutions. This enables them to confidently pursue
roles like Java programming support staff, software developers, application developers, and user interface developers. Upon completion,
learners are eligible to take assessments to earn certifications leading to higher education and careers in the computer
programming industry.

Quarter 1:

Content Standard:
The learners demonstrate an understanding of Java programming, including basic structure, syntax, data types, variables, and
comments. They also develop skills in creating algorithms, flowcharts, and pseudocode to plan and visualize their code before
implementation.

Performance Standard:
The learners perform procedures in setting up the Integrated Development Environment (IDE) and creating algorithms, flowcharts, and
pseudocode to plan and visualize their code.

Learning Competencies Content

The learners…
Fundamental Concepts of Java
1. discuss the fundamental concepts of Java • History
o Creation of the Oak Language and
Renaming from Oak to Java
o Key Contributors (James Gosling and
team)
o Initial Goals of Java Development
o Sun Microsystems and its Role
• Contributions of Java
o Java Virtual Machine (JVM) and Its
Significance
o Impact of Java on Other Programming
Languages
o Java's Role in the Rise of Object-Oriented
Programming
o Java’s Place in the Current Programming
Landscape
• Business and Careers Opportunities
• Features of Java
o platform independence
o object-oriented programming
o security
o multithreading.
Setting Up the Development Environment
2. perform the steps in Setting Up the Development Environment • Java Development Kit (JDK)
• Integrated Development Environment
(IDE)
• Java Development Tools (JDT)
3. discuss Java Basic Structure and Syntax Java Basic Structure and Syntax
• Structure
• Compiling and Running the Program
• Class Declaration
• Main Method
• Data Types
• Variable
• Comments

4. develop an algorithm for designing a program or system. The Algorithm Journey: From Basics to
Advanced Techniques
• Introduction to Algorithms
• Types of Algorithms
• Algorithm Design Techniques
• Algorithm Analysis
• Practical Examples

5. develop a flowchart for designing a program or system. Flowcharts: A Comprehensive Guide from Basics
to Advanced Applications
• Basics of Flowcharts
• Flowchart Symbols
• Creating Flowcharts
• Interpreting Flowcharts
• Examples and Exercises

6. develop a pseudocode for designing a program or system. Pseudocode: Bridging the Gap from Concept to
Code
• Introduction to Pseudocode
• Writing Pseudocode
• Converting Pseudocode to Code
• Debugging Pseudocode
• Practical Examples

Quarter 2:
Content Standard:
The learners demonstrate an understanding of Java Operators, Input/Output (I/O) classes, flow control structures, and arrays to
solve real-world problems.
Performance Standard:
The learners create a well-structured program using Java Operators, input and output classes, flow control structures, and arrays.

Learning Competencies Content

The learners…
Java Operators
1. apply operators in writing a Java program • Arithmetic Operators
• Relational Operators
• Logical Operators
• Increment and Decrement Operators
• Assignment Operators
2. apply Java I/O classes to read and write data files in Java programs Java I/O Classes
• Scanner
• PrintStream
3. apply Java Flow Control Structures in writing a Java program Java Flow Control Structures
• Java Conditional Statements
o If
o If then else
o else if
o switch case
• Java Looping Statements
o For Loop
o While Loop
o Do-While Loop
o Nested Loop
o Break, continue, and return statements

4. apply Java Arrays in writing a Java program Arrays


• Single Dimensional Array
• Two or Multi-Dimensional Array
5. apply a sorting algorithm in a Java program that organizes customer transaction Data Structures and Algorithms
data stored in an array. • Bubble Sort
• Insertion Sort
• Selection Sort
• Merge Sort

Quarter 3:
Content Standard:
The learners demonstrate an understanding of object-oriented Java programming principles, procedures to manage errors with
Exception Handling, and the Java Collections Framework for efficient data management.
Performance Standard:
The learners create a well-structured and efficient program using Java flow control structures, Java arrays, and Java object-oriented
programming language (OOP).

Learning Competencies Content


The learners…
1. discuss Object-Oriented Programming (OOP) Language in Java Object-Oriented Programming (OOP) Language in
Java
• Introduction
• Classes
• Objects
2. apply OOP Principles in a Java Program OOP Principles:
• Encapsulation
• Inheritance
• Polymorphism
• Abstraction
3. apply exception handling in the Java Program Exception Handling
• Introduction to Exceptions
• Types of Exceptions Handling
Ø Built-in Exceptions
Ø User-Defined Exceptions

4. apply Java Collections Framework in writing Java Programs Java Collections Framework
• Introduction to the Java Collections
Framework
Ø List Interfaces: ArrayList and
LinkedList
Ø Set Interfaces: HashSet and TreeSet
Ø Map Interfaces: HashMap and TreeMap
Ø Iteration: Mastering for-each Loops
and Iterator
5. apply the java.io package and java file operations in a Java program Java File Class (java.io package)
• Java File Operation Methods (to create,
read, write, and delete file).
6. apply Reading and Writing Classes in writing a Java program Reading And Writing Classess
Reading Classes
• FileReader
• BufferedReader
• Scanner
• StringReader
Writing Classes
• FileWriter
• BufferedWriter
• StringWriter
Appending vs. overwriting files
Quarter 4:
Content Standard:
The learners showcase their grasp of Java’s multithreading principles, graphical user interface (GUI) development, and
efficient component structuring to build interactive and responsive applications. Incorporate market analysis to ensure
their solutions meet industry demands and customer needs.
Performance Standard:
The learners will develop a creative GUI-based Java application that demonstrates innovative solutions to real-world
problems.
Learning Competencies Content

The learners…
1. apply threads in creating a Java program using both the Thread class and Multithreading
Runnable interface • Definition of Thread
• Difference between process and thread.
• Lifecycle of a Thread (Thread States)
• Advantages of multithreading in Java.
• Creating threads: Extending the Thread
class vs. implementing the Runnable
interface.

2. create a Java program that effectively integrates CountDownLatch, CyclicBarrier, Utilities of Concurrent Package
Semaphore • Overview of java.util.concurrent package.
• Key concurrency utilities:
CountDownLatch, CyclicBarrier, and
Semaphore
3. create simple GUI applications by using JFrame, JLabel, JButton, and JTextField Java GUI with Swing
while handling events with ActionListeners. • Definition of Swing
• Overview of the Java GUI framework.
• Difference between Java Swing and Java
AWT
• The JFrame class for creating windows.
• Basic GUI components: JLabel, JButton,
and JTextField.
• Event handling using ActionListeners.
4. create user interfaces in Java using layout managers such as FlowLayout, Layout Managers and Panels
BorderLayout, and GridLayout, while effectively nesting components within multiple • Nesting components using JPanel.
JPanels. • Organizing components effectively using
multiple panels and layout managers.
5. create interactive Java applications by leveraging advanced UI components and Advanced Components and User Interaction
handling complex user interactions to enhance user experience and interface • Advanced components: JComboBox,
responsiveness. JCheckBox, JRadioButton, JList.
• Handling multiple user inputs and
responding with different actions.
• Using JOptionPane for dialog boxes
(information, input, and confirmation).
6. develop a business plan for a system proposal. Market analysis
• SWOT Analysis
• Feasibility Study
7. create a design of a GUI Java application showcasing creativity to solve real- Complete GUI Application
world problems. • Combining various components and
layouts in a real-world application.
• Organizing GUI components using menus
(JMenuBar, JMenu, JMenuItem).
• Managing multiple windows or dialogs in
an application.
GLOSSARY

ALGORITHM is a type of effective method in which a list of well-defined instructions for completing a task will, when given an initial state,
proceed through a well-defined series of successive states, eventually terminating in an end-state. The transition incorporates
randomness.

COMPILER is a computer program (or set of programs) that transforms source code written in a programming language (the source
language) into another computer language (the target language, often having a binary form known as object code). The most
common reason for wanting to transform source code is to create an executable program.

COMPUTER is a device that can accept data, internally store and execute a program of instructions, perform mathematical, logical, and
manipulative operations on data, and report the results.

COMPUTER PROGRAM also a software program, or just a program; a sequence of instructions written to perform a specified task for a computer. A
computer requires programs to function, typically executing the program's instructions in a central processor. The program
has an executable form that the computer can use directly to execute the instructions. The same program in its human-
readable source code form, from which executable programs are derived (i.e., compiled), enables a programmer to study and
develop its algorithms.

COMPUTER PROGRAMMING is an iterative process of writing or editing source code. Editing source code involves testing, analyzing, refining, and
sometimes coordinating with other programmers on a jointly developed program. A person who practices this skill is referred
to as a computer programmer, software developer, or coder. The sometimes-lengthy process of computer programming is
usually referred to as software development.

DATA objective measurements of the attributes (characteristics) of entities such as people, places, things, and events.

DATABASE a typically extensive compilation of data that is organized specifically for rapid search and retrieval, such as by a computer.

DEBUGGING The computer program operated at a significantly increased rate following the debugging process, which involved the
elimination of errors, defects, deficiencies, or deviations.

DOCUMENTATION a collection of documents or information.


INFORMATION data placed in a meaningful and useful context for an end user.

INFORMATION refers to technologies associated with the transmission and exchange of data in the form of sound, text, visual images, AND
COMMUNICATIONS signals, or any combination of those forms with digital technology. It encompasses such services as telecommunications,
TECHNOLOGY (ICT) posts, multimedia, electronic commerce, broadcasting, and information technology.

INTERPRETER is a program that directly executes instructions written in a high-level programming language without converting them into
machine code. This contrasts with a compiler, which translates the entire program into machine code before execution

INTEGRATED DEVELOPMENT is software that combines commonly used developer tools into a compact GUI (graphical user interface) application. It is
ENVIRONMENT (IDE) a combination of tools like a code editor, code compiler, and code debugger with an integrated terminal.

JAVA is a programming language and a platform. Java is a high-level, robust, object-oriented, and secure programming
language.

PROGRAMMING is an artificial language designed to express computations that can be performed by a machine, particularly a computer.
LANGUAGE Programming languages can be used to create programs that control the behavior of a machine, to express algorithms
precisely, or as a mode of human communication.

SOFTWARE computer programs and procedures concerned with the operation of an information system.

SOURCE CODE any collection of statements or declarations written in some human-readable computer programming language. Source
code is the means most often used by programmers to specify the actions to be performed by a computer.

STANDARDS measure of performance developed to evaluate the progress of a system toward its objectives.

SYSTEM an assembly of methods, procedures, or techniques unified by regulated interaction to form an organized whole.

USER-FRIENDLY a characteristic of human-operated equipment and systems that makes them safe, comfortable, and easy to use.

USER INTERFACE the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software
(logical) components. User interfaces exist for various systems, and provide a means of 1) input, allowing the users to
manipulate a system; and/or 2) output, allowing the system to indicate the effects of the users' manipulation.
References:

Java Tutorial | Learn Java Programming - javatpoint

https://www.w3schools.com/java/default.asp

https://www.jdoodle.com/online-java-compiler

Schildt, Herbert. Java: A Beginner's Guide. 8th ed. New York: McGraw-Hill Education, 2020.

Schildt, Herbert. Java: The Complete Reference. 11th ed. New York: McGraw-Hill Education, 2020.

Friesen, Jeff. Beginning Java 8 Fundamentals. New York: Apress, 2014. ISBN: 978-1484201250.

Magnucci, Chris, and Peter Mularien. Java for Data Science. Sebastopol, CA: O'Reilly Media, 2021. ISBN: 978-1492090884.

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