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Q3 SHS Ict 11 M2-3

The document provides instructions for a programming module in Java for Grade 11 students. It includes an introduction to programming, expectations for what students will learn, pre-test questions to assess prior knowledge, and examples of pseudocode. Pseudocode is described as a way to describe algorithms using natural language before writing actual code. It allows programmers to plan out the structure of a program without conforming to specific syntax. The module will teach students how to use pseudocode in problem solving and coding.
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0% found this document useful (0 votes)
302 views15 pages

Q3 SHS Ict 11 M2-3

The document provides instructions for a programming module in Java for Grade 11 students. It includes an introduction to programming, expectations for what students will learn, pre-test questions to assess prior knowledge, and examples of pseudocode. Pseudocode is described as a way to describe algorithms using natural language before writing actual code. It allows programmers to plan out the structure of a program without conforming to specific syntax. The module will teach students how to use pseudocode in problem solving and coding.
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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cDepartment of Education

Region V
Division of City Schools
Naga City
DON LEON Q. MERCADO HIGH SCHOOL

PROGRAMMING
JAVA
GRADE 11
Quarter 3 Week 2 Module 2

Learning Competency:
APPLYING PROGRAMMING SKILLS IN A SECOND LANGUAGE
TLE_ICTCP9-12PS-IIA-B-2

LESSON 2

• CODE USING STANDARD ALGORITHMS:


Pseudocodes
DIVISION OF CITY SCHOOLS – NAGA CITY
DEPARTMENT OF EDUCATION
K TO 12 BASIC EDUCATION CURRICULUM JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD
EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY –PROGRAMMING JAVA NC II

INTRODUCTION TO
PROGRAMMING

SENIOR HIGH SCHOOL


GRADE 11

HOW TO USE THIS MODULE?

Before starting the module, I want you to set aside other tasks that will disturb you while
enjoying the lessons. Read the simple instructions below to successfully enjoy the
objectives of this kit. Have fun!
1. Follow carefully all the contents and instructions indicated in every page of this module
and follow the given instructions for each of the given learning outcome/s.
2. As you read, you can also do the hands-on to check if you were able to follow the
basic programming procedure.
3. Demonstrate what you have learned by doing what the Activity required you to do so.
4. Analyze conceptually the posttest and apply what you have learned.
5. Enjoy studying!

PARTS OF TH MODULE

Before starting the module, I want you to set aside other tasks that will disturb you while
enjoying the lessons. Read the simple instructions below to successfully enjoy the
objectives of this kit. Have fun!
1. Follow carefully all the contents and instructions indicated in every page of this module
and follow the given instructions for each of the given learning outcome/s.
2. As you read, you can also do the hands-on to check if you were able to follow the
basic programming procedure.
3. Demonstrate what you have learned by doing what the Activity required you to do so.
4. Analyze conceptually the posttest and apply what you have learned.
5. Enjoy studying!
• Expectations - These are what you will be able to know after completing the lessons in
the module.
• Pre-test - This will measure your prior knowledge and the concepts to be mastered
throughout the lesson.
• Technical terms - A word that has a specific meaning within a specific field of
expertise.
• Looking Back to your Lesson - This section will measure what learnings and skills did
you understand from the previous lesson.
• Brief Introduction- This section will give you an overview of the lesson.
• Activities - This is a set of activities you will perform with a partner.
• Remember - This section summarizes the concepts and applications of the lessons.
• Check your Understanding- It will verify how you learned from the lesson.
• Post-test - This will measure how much you have learned from the entire module.

1.
APPLYING PROGRAMMING SKILLS IN A SECOND
TLE_ICTCP9-12PS-IIA-B-2

, LESSON 2
LO2. CODING USING STANDARD ALGORITHMS:
PSEUDOCODES

EXPECTATIONS:

At the end of the lesson, the student should be able to:

• use pseudocode in problem solving; and


• code using pseudocodes.

TECHNICAL TERMS:

Pseudocode – use to describe processes using natural language.

Syntax - is the set of rules that defines the combinations of symbols that are
considered to be a correctly structured document or fragment in that language.

Task - is a basic unit of programming that an operating system control. Depending


on how the operating system defines a task in its design, this unit of programming
may be an entire program or each successive invocation of a program.

Variable - is a value that can change, depending on conditions or on information


passed to the program. Typically, a program consists of instruction s that tell the
computer what to do and data that the program uses when it is running.

2.
LOOKING BACK TO YOUR LESSONS
To recap, algorithm is a step-by-step procedure of solving a problem. Base from
the previous lesson, give your understanding of the Steps in Writing an Algorithm in
Programming. The steps in writing an algorithm are the following:

• Determine the outcome of your code

• Decide on a starting point

• Find the ending point of the algorithm

• List the steps from start to finish

• Determine how you will accomplish each step

• Review the algorithm

3.
PRE-TEST
Multiple Choice: Choose the letter of the correct answer that referred to the
statements below.

1. The aim of pseudocode is to make programming easier by using symbols.


A. Yes
B. No

2. Is a way of expressing an algorithm without conforming to specific syntactic


rules.
a. Pseudocode
b. Data Type
c. Algorithm
d. Flowchart

3. It is a set of rules on how to use and organize statements in a programming


language.
a. Variable
b. Syntax
c. Language
d. Code

4. Before you write once piece of computer code, you should?


a. Conform to specific syntax
b. Create a variable
c. Know what the program is suppose to do
d. Describe an algorithm

5. In writing basc pseudocode is not like writing an actual coding language. It


cannot be compiled or run like a regular program. It can be written on?
a. How you want
b. Computer
c. Peripheral input and output devices
d. Accepted notation

4.
BRIEF INTRODUCTION

WHAT IS PSEUDOCODE
A pseudocode is a description of an algorithm or a computer program using
natural language. Because the aim of pseudocode is to make reading program
easier, some codes that are not essential for human understanding are omitted.
This language is commonly used in planning out structure of a program or a
system, like the blueprint for creating a house or a building.

A pseudocode is a simple way of writing programming code in English.


Pseudocode is not actual programming language. It uses short phrases to write
code for programs before you actually create it in a specific language. Once you
know what the program is about and how it will function, then you can use
pseudocode to create statements to achieve the required results for your program.

5.
A pseudocode makes creating programs easier. Programs can be complex
and long; preparation is the key. It is challenging to find a mistake without
understanding the complete flow of a program. That is where pseudocode becomes
more appealing.

To use pseudocode, all you do is write what you want your program to say
in English. Pseudocode allows you to translate your statements into any language
because there are no special commands and it is not standardized. Writing out
programs before you code can enable you to better organize and see where you
may have left out needed parts in your programs. All you have to do is write it out
in your own words in short statements. Let's look at some examples.

EXAMPLES OF PSEUDOCODE

1. Create a program to add 2 numbers together and then display the result.

• Start Program
• Enter two numbers, A, B
• Add the numbers together
• Print Sum
• End Program
2. Compute the area of a rectangle.

• Get the length, l, and width, w


• Compute the area = l*w
• Display the area
3. Compute the perimeter of a rectangle.

• Enter length, l
• Enter width, w
• Compute Perimeter = 2*l + 2*w
• Display Perimeter of a rectangle

Remember, writing basic pseudocode is not like writing an actual coding


language. It cannot be compiled or run like a regular program. Pseudocode can be
written how you want. But some companies use specific pseudocode syntax to keep
everyone in the company on the same page. Syntax is a set of rules on how to use
and organize statements in a programming language. By adhering to specific
syntax, everyone in the company can read and understand the flow of a program.
This becomes cost effective and there is less time spent finding and correcting
errors.

6.
7.
8.
9.
10.
11.
12.
Prepared by:

HAZEL B. FRANCE

13.

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