Information Tech
Information Tech
A. LESSON PREVIEW/REVIEW
Introduction
Welcome to Computer Programming 2 class!. The course is the continuation of Computer Programming
1, and it aims to train you how to design, implement, test and debug intended to solve computing problems
using basic data structures and standards libraries using Java Standard Edition (SE).
B. MAIN LESSON
PHINMA Education will implement a new version of Flex Learning as the country transforms from a
pandemic to an endemic approach to COVID-19. To improve the student experience and assure learning
continuity, this version of Flex Learning will mix remote and in-person learning.
This approach has three (3) components:
a. In-person Learning/ Face-to-Face (F2F) Classes - Students will attend in-person
classes on the campus. F2F class will focus on strengthening and assessing the
competencies learned by the students using the Flexible Learning Modules.
b. Remote Coaching - Students will stay at home and will learn through their Flexible
Learning Modules complemented with web-based or phone-based teacher and peer
support.
c. Independent Learning - Students will study on their own at home or in school. During
this time you should be able to set goals, monitor and evaluate your own learning
through the help of Flexible Learning Modules and other resources.
Implementation of Face-to-Face (F2F) Class for Flex Learning:
1. Implementation of F2F Class for Flex Learning will follow two (2) setups depending on the COVID
Alert Level classification where the locality of the school is located:
a) Flex 2-4. Schools under Alert Level 1,2 and 3 will follow Flex 2-4 Setup. Students are
required to go to school for 2 consecutive days of face-to-face sessions followed by 4
days of learning at home. During the 4 days at home, students will learn through their
Flexible Learning Modules complemented with remote coaching and independent
learning.
b) Flex 0-6. When localities of the school get reclassified to Alert level 4-5, the F2F
class shall be automatically suspended. F2F Class hours will be converted to remote
COURSE OUTLINE
D Module
No. of
ay
Module
N
s
o.
1 Orientation and Course Introduction 1
2 Concepts of Java Programming 1
3 Data Types 1
4 Conditional Control Structures 1
5 Iterative Control Structures 1
6 FIRST PERIOD QUIZ 1
7 Basic Array 1
8 Array Method 1
9 Periodic 1 Examination 1
10 Character, String and Number Methods 1
11 Java Structure 1
12 Date, Time , Regex 1
13 Regex and Character Methods 1
14 SECOND PERIODIC QUIZ 1
15 Introduction to Exception Handling 1
16 Introduction to GUI 1
17 Periodic 2 Examination 1
18 GUI Design and Application 1
19 Introduction to Applets and Graphics 1
20 Advance GUI 1
21 THIRD PERIODIC QUIZ 1
22 Basic Object-Oriented Programming 1
23 Java Classes 1
24 Project Finalization 1
Grading System
Periodic Grade and Final Grade will be computed as follows. Passing Percentage is 50% of course
grade.
Java SE
Java Platform, Standard Edition (Java SE) is a specification that describes an abstract Java platform.
It provides a foundation for building and deploying network-centric enterprise applications that range
from the PC desktop computer to the workgroup server. Java SE is implemented by the Java Software
With the right combination of skills, you may explore chances in a number of industries, such as
banking, healthcare, graphic design, or digital marketing. According to recent statistics by job market
analysis company Burning Glass, programming positions are rising 12% faster than the average for all
occupations.
Java is everywhere. From robot applications and internet server tools to enterprise packages, Java
has in an exceedingly large way, shaped the backbone of the web revolution. But, with Java being the
first language in several fields, each java career chance needs a unique skillset.
Java has been the go-to language for years during this field. although it would not be of
abundant use in IOS development, it’s useful once operating with a robot studio.
That being said, the extra skills needed, except for java basics, are:
1. Android
2. Studio Emulator
3. User Interface (UI) style
❖ Web Development
Java has typically been used on the server-side or the backend of an online application.
Getting into internet development, each developer should understand the fundamentals
of a hypertext mark-up language, CSS, and APIs.
But, to create a java internet application, you want to get accustomed to many dynamic
resources and tools that java provides like:
• Java Server Pages: this is often the way of writing Java code with hypertext mark-up
language for quick production
• Jars: this is often used for aggregation of files and information into one file
With the Swing toolkit gaining quality, Java has additionally become a handy tool for
Desktop Application development.
For this field, you’ll need to get mean at creating widgets with the tools like Swing
interface toolkit that was developed by Oracle and JavaFX. each use AWT (Abstract
Window Toolkit) that is offered within the Java Development Kit (JDK) to create cross-
platform applications.
You could additionally use SWT (Standard convenience Toolkit), which could be a
programming library developed by IBM to create Desktop Applications.
Nowadays, developers use SWT with Eclipse RCP to create Desktop interface
Applications.
❖ Game Development
Java is a wonderful alternative for building games because it helps to create a cross-
platform version of the sport while not additional development prices. Java is additionally
the primary option to build second games on the robot. With the rising demands in
recreation, there are glorious Java career opportunities.
For this, you ought to be acquainted with the physics concerned in game development
and find yourself accustomed to building multi-threaded applications mistreatment Java.
planning to knowledge the new versions of JVM facilitate improved trash pickup
additionally comes in handy.
Even with the rising quality of game engines like Unity and Unreal, Java remains here to
remain.
Skill-building Activities
At this point in the module, you will be doing a learning contract (LC) for Computer Programming
2. A learning contract is an agreement negotiated between the student and the teacher in order to
change the student's behavior and improve their opportunities to learn. After listening to the
discussion of the details of LC from your teacher, you will begin constructing it by supplying the
needed details below.
EXPECTATION/S
CONTRIBUTION/S
MOTIVATION/S
9. The computer receives instructions from a on how to access, display, and utilize a web
page.
10. The process of creating video games or other types of entertainment software is called
.
C. LESSON WRAP-UP
FAQs
a. Am I going to receive a grade that is exactly the same with my group mates since we if will
embark on a team project?
i. No. Each member of a group will be receiving a grade which is based on the
completeness of his/her assigned task during a period.
i.
You will be given a time to comply for the missed requirement given that you
submit valid reason(s) for late submission of work.
c. How do you become a computer programmer?
i. You can be prepared for a wide range of entry-level programming positions with
a bachelor's degree in information technology. Students can receive hands-on
instruction in fundamental technological skills through the PHINMA BSIT
curriculum, including advanced web development, object-oriented programming,
software development and testing, mobile application development, and data
warehousing.
ii. Because coding languages are expanding and changing all the time, continuing
education is vital for programmers. Many programmers will seek further
certification in particular coding languages, such C++ or JavaScript. Some
technological firms may even have their own vendor- specific coding languages,
and they may need certification in those additional languages from their staff
members.
Thinking about Learning
a) Mark your place in the work tracker which is simply a visual to help you track how much work you
have accomplished and how much work there is left to do.
Period 1 Period 2 Period 3
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
b) Think about your learning by filling up “My Learning Tracker”. Write the learning targets, score, and
c) learning experience for the session and deliberately plan for the next session.
Date Learning Target/Topic Scores Action Panel
What’s What module # did you do? Whatwere What contributed to the quality of
the date What were the learning targets? your scores in your performance today? What will
today? What activities did you do? the activities? you do next session to maintain your
performance or improve it?