Computer Programming

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Republic of the Philippines

City of Olongapo
GORDON COLLEGE
College of Computer Studies
Gordon College Building, OCSC, Donor St. East Tapinac, Olongapo City 2200

OUTCOME BASED TEACHING AND LEARNING PLAN

COURSE TITLE : COMPUTER PROGRAMMING 1

COURSE CODE : CSC1112A/CSC12L

NUMBER OF UNITS : 3 units (2 units Lecture – 2 hours/week, 1 unit Laboratory – 3 hours/week)

PRE – REQUISITE : None

A. COURSE DESCRIPTION
The students are expected to learn the fundamental concepts of computer programming, basic syntax and semantics of a
high level language; Variables and primitive types; Expression and Assignments; Simple I/O including File I/O; Conditional and
Iterative Control Structures; Functions and Parameter Passing; the concept of recursion; program correctness, design and
implementation. Course also includes debugging strategies, documentation and program style.

B. PROGRAM LEARNING OUTCOMES


The minimum standards for the BSCS programs are expressed in the following minimum set of graduate outcomes. The graduate
outcomes common to all programs, and those common to the discipline are further mapped into the expanded graduate
outcomes specific to the sub-disciplines of Bachelor of Computer Science as outlined in Section 6.3.

Rm. 309, 3rd Floor, Gordon College Building


047-222-4080 loc. 322 OVAF – ODI Form 1
www.gordongollege.edu.ph / https://www.facebook.com/GordonCollegeOfficial/ Version 1
OUTCOME BASED TEACHING AND LEARNING PLAN

Program Outcomes for BSCS

1. Apply knowledge of computing fundamentals, knowledge of a computing specialization, and mathematics, science, and
domain knowledge appropriate for the computing specialization to the abstraction and conceptualization of computing
models from defined problems and requirements.
2. 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.
3. 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.
4. Knowledge and understanding of information security issues in relation to the design, development and use of information
systems.
5. 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.
6. Create, select, adapt and apply appropriate techniques, resources and modern computing tools to complex computing
activities with an understanding of the limitations to accomplish a common goal.
7. Function effectively as an individual and as a member or leader in diverse teams and in multidisciplinary settings
8. 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.
9. An ability to recognize the legal, social, ethical and professional issues involved in the utilization of computer technology
and be guided by the adoption of appropriate professional, ethical and legal practices.
10. Recognize the need, and have the ability, to engage in independent learning for continual development as a computing
professional.

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Computer Programming 1

C. COURSE OUTCOME

Course Outcome or Objective Summative Assessment Details


Task
By the end of the course, students should be able to ; Recitation and class Understand computer programming
LO1: Design, implement, test and debug a participation/presentation concepts and apply these concepts to
program based on a given specification that Problem Solving Analysis, create, design and debug programs.
uses each of the following fundamental Code Analysis and Apply analytical, logical and
programming components; Debugging mathematical skills to develop
1. Primitive data types Quiz functional programs.
2. Basic computation Simulation and Hands on Students can identify, install and
3. Simple I/O Activities and Code manage computer hardware and
4. Conditional and Iterative Structures demonstration software; and its operations.
5. Definition of Functions and Parameter Self-Directed Learning Students can identify contemporary
Passing, and Activities and Assignment issues related to computing and their
6. Recursion Group/Peer Evaluation program.
Rubrics Evaluation Solve computing-related problems and
LO2: Assess and recommend revisions to Final Project apply the importance of it to their
another programmer’s code regarding; Major Examination (Midterm program.
1. Documentation and program style and Finals) Use software applications.
standards that contribute to readability and Use English language in communicating,
maintainability of software, presentation, interaction and recitation.
2. Appropriateness of chosen conditional and Practice computing professionally,
iterative constructs given a programming netiquette and values formation.
task, and Apply ethical values and social
3. Thoroughness in applying procedural responsibilities in using software,
abstraction. computers and internet in developing
their skills in entertainment and
multimedia computing.

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OUTCOME BASED TEACHING AND LEARNING PLAN

D. REFERENCES

REQUIRED READING BOOKS (Available in the Library)


• Computer Programming 1 (Module) created by Prof. Armilyn T. Martinez
• C Programming Language, Brian Kernighan and Dennis Ritchie, 2nd Edition,
• Data Structures Using C, Agrawal, Udit, 2012

SUGGESTED READINGS AND REFERENCES


• Free Interactive C Tutorial, https://www.learn-c.org/
• Learn C Programming Language Tutorial, https://www.javatpoint.com/c-programming-language-tutorial
• C Tutorial - Learn C Programming Language, https://www.geeksforgeeks.org/c-programming-language/

E. Course Outline

LECTURE AND LABORATORY


Time Reflection
Learning Content Teaching and Evaluation of
Learning Outcome /Remarks
Week Hours (Subject Matter) Resources Learning Outcome
Understand and Course Orientation Presentation
remember
1
3 academic and
specific class
policies.
Identify , LECTURE Handouts, Module Activities
understand and I. Introduction to CodeChum
illustrate the Computer Programming Lessons
2-3 components and a. The Computer System (ONLINE)
10
types of a b. Analog vs. Digital
Computer System. Computers PowerPoint
Identify and c. Programming Presentation
differentiate Languages Illustration

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Computer Programming 1

programming d. Scripting Languages


languages. e. Programming Number System
Paradigms Conversion Activity
f. Phases of Program
Development Life Cycle Industry Skills
Assessment
LABORATORY (Codechum)
II. Introduction to C
Recognize and Programming Language
operate the Turbo
C User Interface to a. Origin of
create C programs. Programming
Language
b. Source Code VS.
Machine
Language
c. Translator
d. Compiler
e. Interpreter
f. Compilation
Process
g. Structure of C
Source Code
III. Turbo C Environment
Familiarization (Week 3)

Demonstrate and IV . Algorithm and Handouts Module Activities


Design Algorithms Flowcharting Design Presentation Research Topics
and Flowcharts to a. Algorithm Illustration with Guide
solve programming b. Flowchart Case Examples Questions
4
5 problems. c. Formulating CodeChum Industry Skills
Algorithms Using Lessons Assessment
Understand and Pseudocode (ONLINE) (Codechum)
compute number
systems conversion

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OUTCOME BASED TEACHING AND LEARNING PLAN

d. Formulating
Algorithms Using
Identify, Describe Flowchart
and Demonstrate V. Number Systems and
concepts on C Conversion
Programming
Language VI. C Programming
Fundamentals
a. Introduction to C
b. Basic Structure
c. Headers
d. Syntax Rules
e. Preprocessors
f. Errors
g. Symbols
h. Comments
i. Variables
j. Data Types
k. Constants
l. Memory
Allocation
m. Reserved Words

LABORATORY:
Hands-On / Simulation–
Create Simple C Program

Recall and ***Continuation of Handouts Module Activities


Recognize discussion on the
previous topics previous topic, Review Self-Directed
5-6 discussed. and LONG QUIZ. Video Learning Activities
5
Identify and VI. Software Quiz
Understand the Development Life Cycle. Presentation Hands-On Activities
Phases of Program

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Computer Programming 1

and Software LABORATORY: CodeChum Group Dynamics


Development Designing Flowcharts Lessons Industry Skills
Using UML Tools (ONLINE) Assessment
a. CANVA (Codechum)
b. LUCIDCHART

VI. Operators Handouts Module Activities


a. Arithmetic
Distinguish the
b. Assignment Self-Directed
various operators
c. Relational Video Learning Activities
and implement
d. Boolean
each in a working
e. Bitwise
C Program.
f. Precedence Presentation
7
5 Hands-On Activities
LABORATORY: CodeChum Industry Skills
Design a complete
Hands- On Exercises / Lessons Assessment
program using the
Program (ONLINE) (Codechum)
C programming
Implementation/
concepts in this
Simulation
topic.
C Compiler /IDE

Identify, Describe VII. Input / Output Handouts Module Activities


and Demonstrate a. Output Operators CodeChum
the concepts of I/O b. Escape Sequence Lessons Self-Directed
in C Programming c. Place Holders (ONLINE) Learning Activities
Language d. Input Operators Presentation
VIII. Control Structures Code Rubrics
8
5 Recap and Review a. Selection Demonstration Assessment Tool
previous concepts b. Iterative C Compiler /IDE
related to the c. Break and Continue Video Program Coding
following topics to Activities
be discussed.
LABORATORY:

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OUTCOME BASED TEACHING AND LEARNING PLAN

Hands- On Exercises / Industry Skills


Design a complete Program Assessment
program using the Implementation/ (Codechum)
C programming Simulation
concepts in this
topic.
MIDTERM
9 5
EXAMINATION
****Midterm Exam Handouts
Evaluation and Feedback Module Activities
**Final Course Presentation
Requirements Video Self-Directed
Presentation and Learning Activities
Discussion Code
Demonstration Rubrics
VIII. Built-in Libraries Assessment Tool
a. Predefined CodeChum
Design a complete
10 Character Lessons Industry Skills
5 program using the
Functions (ONLINE) Assessment
C programming
b. Predefined Math (Codechum)
concepts in this
Functions C Compiler
topic.
c. Other Functions Program Coding
/Debugging
LABORATORY: Activities
Hands- On Exercises /
Program
Implementation/
Simulation
Understand and VIII. Strings , Functions , Handouts, Module Activities
Implement the Typecasting
different library a. String Handling Presentation Self-Directed
11
5 functions in a b. Predefined Learning Activities
program solution. Functions C Compiler
c. User-Defined
Functions Video

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Computer Programming 1

d. Type Conversions Program Coding


and Casts CodeChum /Debugging
Lessons Activities
(ONLINE)
LABORATORY: Industry Skills
Hands- On Exercises / Code Assessment
Program Demonstration (Codechum)
Implementation/
Simulation

IX. Arrays Handouts, Module Activities


Distinguish the a. One Dimensional
various functions b. Multi-Dimensional Video Self-Directed
and implement in c. Array Traversal Learning Activities
a program solution. C Compiler
LABORATORY: Program Coding
12-13
10 Hands- On Exercises / CodeChum /Debugging
Discuss and
Program Lessons Activities
Understand the Implementation/ (ONLINE)
concept of Arrays Simulation Industry Skills
Assessment
Code (Codechum)
Demonstration
***Course Project Handouts, Module Activities
Discussion of
Design and Debug Deliverables Group/Peer
a complete ***LONG QUIZ C Compiler Evaluation
14-15 program using the
5 LABORATORY: CodeChum Program Coding
C programming
Hands- On Exercises / Lessons /Debugging
concepts in the
Program (ONLINE) Activities
previous topic.
Implementation/ Quiz
Simulation Code
Demonstration

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OUTCOME BASED TEACHING AND LEARNING PLAN

Industry Skills
Assessment
(Codechum)

Discuss and Handouts, Module Activities


Understand the XI. Pointers,
concept of Pointers, Unions,Structures CodeChum
Unions and XII. File I/O Lessons Program Coding
Structures (ONLINE) /Debugging
LABORATORY: Activities
Implement File I/O Hands- On Exercises / C Compiler
16 in a program Program Rubrics
5
solution. Implementation/ Code Assessment Tool
Simulation Demonstration
Design and Debug Industry Skills
a complete Assessment
program using the (Codechum)
C programming
concepts in this
topic

Finalization of Course C Compiler


Manage and Project Program Coding
17
Analyze the Creating Program /Debugging
Dec 4 5
prepared course Documentation/ Program
project Implementation/ Rubrics
Simulation Assessment Tool

Course Project Presentation Program


Presentation and Debugging
Manage and
Submission of Demonstration
18 Analyze the
5 Documentation Program Evaluation
Dec 11 prepared course
Final Examination
project
Rubrics
Assessment Tool

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Computer Programming 1

Group/Peer
Evaluation

F. COURSE REQUIREMENTS

1. Class participation, board works/group work/Presentation (Mechanics and guidelines will be given and discussed
separately)
2. Quizzes, homework, and seat works
3. Performance Task/ Topic Research
4. Projects or Outputs – Students must submit a functional C program with documentation, recorded video
presentation/code demonstration that meets required functionalities and requirements.
5. Midterm and Final Examinations

G. GRADING SYSTEM

• Each Midterm and Final Term shall be distributed with a weight of 50.0%.
• The Final Grade shall be obtained by adding the 50% of the Midterm Grade and 50% of the tentative grade in the final term
or computed as:

Lecture Laboratory
Class Participation 20% Hands-on Activities/
Assignments/ Seat works 20% Machine Problems 30%

Quizzes/ Projects 30% Quizzes/ Projects 40%


Major Exam 30% Major Exam 30%
Total 100 Total 100%
%
Midterm Grade 40% Lecture + 60% Laboratory
Tentative Final Grade 40% Lecture + 60% Laboratory

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OUTCOME BASED TEACHING AND LEARNING PLAN

Final Grade 50% Midterm Grade + 50% Tentative Final


Grade

H. CLASSROOM POLICIES

a. Common
1. Attendance checking will be after 15 minutes of the time period, beyond this, student(s) will be considered late, 2
accumulated late will be equivalent to 1 absence.
2. Submission of assignments, projects and any take home activities must meet the deadline as specified. Failure to do
so will deduct 3 points per day for late submission and will not be accepted after a week.
b. Specific
1. The student may copy or download lectures and presentations from the GC-LAMP.
2. Non-submission of final project on the specified date (deadline) will incur 0 point and not taking the final exam on
the scheduled date will incur NFE (NO Final Exam), which must be taken after ten days or a grade of 5.0, Failed grade
shall be given.

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Computer Programming 1

I. RUBRICS

Rubric for any given activity:


Completed the activities and understood the Outstanding Very Good Good Fair
No Work Output
topic based on the given answer 50 points 40 points 30 points 20 points

Rubric for design project activity:


Design Project
Advanced Proficient Basic Below Basic Beginner
5 pts 4 pts 3 pts 2 pts 1 pts
Instruction & The design project is The design project is The design project is The design project The design project
Concepts planned carefully; planned carefully; planned shows little evidence shows no
understanding of all understanding of adequately; of understanding understanding of
concepts and most concepts and understanding of the concepts and the concepts and
instructions is clearly instructions is some concepts and instructions. instructions.
demonstrated. demonstrated. instructions
demonstrated.
Craftsmanship/ The design project The design project The design project The design project The design project
Skill shows outstanding shows good shows average shows minimal shows no
craftsmanship with craftmanship, with craftsmanship and craftsmanship and craftsmanship and
clear attention to some attention to average attention to little attention to no attention to
control, adaptation, control, adaptation, control, adaptation, control, adaptation, control, adaptation,
selection and selection and selection and selection and selection and
experimentation of experimentation of experimentation of experimentation of experimentation of
medium/media. medium/media. medium/media. medium/media. medium/media.
Creativity/ The design project The design project The design project The design project The design project
Originality demonstrates demonstrates some demonstrates an demonstrates little lacks evidence of
original personal personal expression average amount of personal expression personal expression.
expression and and logical problem personal expression. and problem solving
outstanding solving skills. skills.
problem-solving skills.

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OUTCOME BASED TEACHING AND LEARNING PLAN

Behavior/ Effort The student put forth The student put forth The student put forth The student put forth The student put forth
extraordinary effort the effort required to the effort required to little effort required no effort or the
to complete the complete the finish the project; to finish the project; project was not
project well as project well; used used some class time class time was not completed; class
possible; used class class time well. adequately. used well. time was not used
time extremely well. well.

Prepared by: Noted by: Recommending Approval: Approved by:

Armilyn T. Martinez, MSIT Ronnie D. Luy,MIT Erlinda Casela-Abarintos ,DIT Darwin P. Paguio, PhD
Instructor Program Coordinator Dean, College of Computer Studies VP, Academic Affairs

Conforme :

____________________________
Student Name and Signature

Date. : ___________

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