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COURSE SYLLABUS

1. COURSE SPECIFICATIONS

Course Title Professional Elective: Mobile Programming 1 Course Code: IT Elective 1


Course This course introduces students to programming technologies, design, and development related to mobile applications. Android is a software stack
Description for mobile devices that includes and operating system, middleware, and key applications. The Android SDK provides the tools and APIs necessary
to begin developing applications on the Android platform using Kotlin programming language a cross-platform general-purpose programming
language introduced by Google as an alternative to the standard Java.

Students will learn skills for creating and deploying Android applications, with particular emphasis on software engineering topics including software
architecture, software process, usability, and deployment.
SY/Semester 2023-2024/1st Semester Credit Units 3 units = (2-unit lecture, 1 unit laboratory)
5 hours/week = 3 hrs. LAB, 2 hrs. LEC
Program(s) to BSIT Prerequisite None
which it
contributes

2. VISION AND MISSION OF NwSSU

VISION MISSION
The premier technological university in the region providing transformative education NwSSU shall lead in providing highly technical and professional education and
where graduates are globally competitive, innovative, and responsive to the demands of a lifelong learning in the trade, fishery, agriculture, science, education, commerce,
changing world. engineering, forestry, nautical, and other emerging programs in the digital age. It
shall generate cutting-edge technology and undertake sustainable community
development in accordance with the university mandates, thrusts, and directions.

3. INSTITUTIONAL GRADUATE OUTCOMES (IGO)

NwSSU IGO Operational Indicators


IGO1. Creative and  Solves problems  Receptive to new ideas
Critical Thinkers  Generates new and innovative ideas  Makes a sound judgment
 Exhibits questioning mind

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IGO2. Life-long  Manifests willingness to learn  Applies theory to practice
Learners  Updates knowledge, skills and qualification  Influences transformative change
 Accepts challenges while calculating risks
IGO3. Effective  Demonstrates good and oral and written communication  Listens attentively and emphatically
Communicators  Expresses thoughts clearly and responsibly  Responds to social issues and problems
IGO4. Morally and  Leads a morally and socially upright life  Advocates environmental conservation and cultural preservation
Socially Upright  Demonstrates ethics and professionalism  Manifests gender sensitivity
Individuals  Responds to community development needs
 Shows social maturity in dealing with others

4. PROGRAM/DEGREE OUTCOMES (PGO)

NWSSU-IGO Program Graduate PGO BSIT Program Graduate Outcomes


Attributes Code
IGO1. Creative Knowledge for IT01 Apply knowledge of computing, science, and mathematics appropriate to the discipline.
and Critical Solving Computing IT02 Understand best practices and standards and their applications.
Thinkers Problems
Problem Analysis IT03 Analyze complex problems, and identify and define the computing requirements appropriate to its solution.
IT04 Identify and analyze user needs and take them into account in the selection, creation, evaluation and
administration of computer-based systems.
Design/ IT05 Design, implement, and evaluate computer-based systems, processes, components, or programs to meet desired
Development of needs and requirements under various constraints.
Solutions IT06 Integrate IT-based solutions into the user environment effectively.
Modern Tool Usage IT07 Apply knowledge through the use of current techniques, skills, tools and practices necessary for the IT
profession.
IGO3. Effective Individual and IT08 Function effectively as a member or leader of a development team recognizing the different roles within a team
Communicator Team Work to accomplish a common goal.
IT09 Assist in the creation of an effective IT project plan.
Communication IT10 Communicate effectively with the computing community and with society at large about complex computing
activities through logical writing, presentations, and clear instructions.
IGO4. Morally Computing IT11 Analyze the local and global impact of computing information technology on individuals, organization, and

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and Socially Professionalism and society.
Upright Ethics IT12 Understand professional, ethical, legal, security and social issues and responsibilities in the utilization of
Individuals information technology.
IGO2. Life-long Life-long Learning IT13 Recognize the need for and engage in planning self-learning and improving performance as a foundation for
Learner continuing professional development.

5. LEARNING OUTCOMES (LO) – BSIT

Learning Outcomes IT0 IT0 IT0 IT1


IT02 IT03 IT04 IT06 IT07 IT09 IT10 IT11 IT13
1 5 8 2
LO1. Be able to understand about mobile programming and Android
I I I I I
application development.
LO2. Be able to write or create mobile application using the Kotlin
E E E E E
programming language.
LO3. Design, develop and test a mobile application using Android SDK
D D D D D
software
LO4. Be able to design, create, test, and deploy an Android application. D D D D D
I - Introduce E - Enable D - Demonstrate

6. MAJOR COURSE OUTPUT (MCO)/OTHER REQUIREMENTS AND GRADING SYSTEM – BSIT

As evidence of attaining the above learning outcomes, the student has to do and submit the following.

Learning Required Output Due Date


Outcomes
LO1, LO2, LO3 MCO1: 3rd Week – Project
 App Project Proposal: Student will develop their own App. Projects are made up of a small (2-3 people) teams and Proposal
require strong collaboration and a problem-solving mindset. A proposal for your final project is mandatory. Presentation
 Show and Tell: The project involves developing a data-driven Mobile Application that will solve a problem. The 9th Week – Show
project teams need to present a beta demonstration of the App showing the progress of the development of the and Tell: Beta App
project (See full details in the Project description). Demo
LO2, LO3, LO4 MCO2: Final App Demo: Final presentation and demo of the App project (Demo Day). 18 Week – Final
th

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Demo Day

OTHER REQUIREMENTS:

Aside from the major course outputs stated above, this course requires Major Exams in a form of a Summative Test or Unit Test. In addition, each of the
topics will require you to perform outputs.

GRADING SYSTEM:

To pass this course, one must accumulate at least 75 points through the course requirements discussed above. The maximum points that a student can
obtain through each requirement are shown below:

Requirement/Assessment Task Points


Class Standing
 Assignments
20
 Quizzes
 Machine Problem/Lab. Activity
Major Examinations 30
Major Course Output (Machine Project)
 App Project Proposal 10%
50
 Show and Tell: Beta App Demo 15%
 Final App Demo 25%
TOTAL 100
Note:

* Transmutation Formula: (Score/Highest possible score) x 50 + 50

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RUBRIC ASSESSMENT TOOL FOR LABORATORY ACTIVITY:

CRITERIA NOVICE GOOD BETTER EXCELLENT Score


1 2 3 4
Specifications The program is producing incorrect The program produces correct results The program works and produces the The program works and meets
results. but does not display them correctly. correct results and displays them all of the specifications.
correctly. It also meets most of the other
specifications.
Readability The code is poorly organized and The code is readable only by The code is fairly easy to read. The code is exceptionally well
very difficult to read. someone who knows what it is organized and very easy to
supposed to be doing. follow.
Documentatio The documentation is simply The documentation is simply The documentation consists of embedded The documentation is well
n comments embedded in the code comments embedded in the code comment and some simple header written and clearly explains
and does not help the reader with some simple header comments documentation that is somewhat useful in what the code is accomplishing
understand the code. separating routines. understanding the code. and how.
Delivery The code was more than 2 weeks The code was within 2 weeks of the The program was delivered within a week The program was delivered on
overdue. due date. of the due date. time.
Efficiency The code is huge and appears to be The code is brute force and The code is fairly efficient without The code is extremely efficient
patched together. unnecessarily long. sacrificing readability and understanding. without sacrificing readability
and understanding.
Total __/20

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RUBRIC ASSESSMENT TOOL FOR MACHINE PROJECT (Final Course Output Project):

App Name: ___________________________________________________ Program & Sec.: ______________________


Purpose for App: ________________________________________________________________________________________
Members:
1. _______________________________________________ 4. _______________________________________________
2. _______________________________________________ 5. _______________________________________________
3. _______________________________________________ 6. _______________________________________________

MOBILE APPS NOVICE AVERAGE EXCELLENT RATING


PURPOSE 11 12 - 17 18 - 25
11 – 25 Little to none of the elements of the Elements of the project are not cohesive. Mobile app has a well stated purpose, description,
Did all part of the project work together design fit the purpose of the project Some elements do not work to serve the and intended audience. App user interface is visually
for the intended purpose? intended purpose of the project appealing and intuitive. App uses some device
peripherals such as a microphone, GPS, camera, etc.
UNDERSTANDING 12 13 – 21 22 - 30
12 – 30 Student demonstrates little to no Student used a program to build the app that Mastery of choice and use of software to program the
Did student demonstrate in project understanding of the software used did not require an in-depth knowledge of app; displays understanding of the program to
presentation a solid understanding of the programming skills required to build and develop the app
software in development of the project? implement the mobile app
CREATIVITY 10 11 - 15 16 - 20
10 – 20 Minimal levels of creativity shown Displays moderate level of creativity in the High level of creativity throughout the entire mobile
Did student use a higher level of in the project design and oral design process and oral presentation app design process. Oral presentation unique, well
creativity throughout the design process presentation planned, and creative
and presentation?
PROJECT COMPLETION 9 10 - 12 13 – 15
9 – 15 The mobile app is not complete The mobile app has some elements that are The Mobile App functions as designed, and student
Did student complete the entire project? and/or non-functional missing or incomplete displays the working app using a device. No bugs
present in the demo
PORTFOLIO – DOCUMENTATION 8 9 10
8 – 10 Little to none of the required Most of the required portfolio All required information for portfolio and
(To be rated by the course instructor) portfolio documentation present. documentation present. Easy to follow. documentation are present. Concise well executed
Not enough to explain project plan Good layout of project plan project plan
TOTAL SCORE ___/100

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7. LEARNING PLAN

Outcomes-Based Teaching and Learning


LO Topics Assessment of Learning Outcomes Resources Week
Strategies
Course Orientation Big Group Discussion  Oral recitation/selected response Syllabus 1
 Vision
 Mission
 Course Syllabus
 Grading System
 Course Requirements
 Classroom Policies
LO1 Kotlin Programming for Android  Lecture  Quizzes  PPT Presentation
Developers  Discussion  Recitation  LCD Projector
 Kotlin Overview  Demonstration  Assignments  Handouts
 Information about Android  Board Work  Graded hands-on exercises using  Test Papers
Ecosystem  Seat Work Rubrics
 Individual hands-on exercises  Periodic Examinations
Kotlin Programming
Fundamentals Project proposal: Proposed, Design, and
 Fundamentals of Kotlin Implement an Android App
 Operators in Kotlin
 Control Flow Statements
 Loops (Iteration)
 Functions
 Object-oriented
Programming
LO1 Lesson 1: Build your First App  Lecture  Quizzes  PPT Presentation 2-3
LO2  Android Studio and Hello  Discussion  Recitation  LCD Projector
World  Demonstration  Assignment  Handouts
 Part A: Your First  Board Work  Graded hands-on exercises using  Test Papers
Interactive UI  Seat Work Rubrics
 Part B: The Layout Editor  Individual hands-on exercises  Periodic Examinations
 Text and Scrolling Views

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 Learn to help yourself Presentation of project proposals
LO2 Lesson 2: Activities and Intents  Lecture  Quizzes  PPT Presentation 4-6
LO3  Activity and Intent  Discussion  Recitation  LCD Projector
 Activity lifecycle and state  Demonstration  Assignment  Handouts
 Implicit intents  Board Work  Graded hands-on exercises using  Test Papers
 Seat Work Rubrics
 Individual hands-on exercises  Periodic Examinations
LO1 Lesson 3: Testing, debugging, and  Lecture  Quizzes  PPT Presentation 7-8
LO2 using support libraries  Discussion  Recitation  LCD Projector
LO3  The debugger  Demonstration  Assignment  Handouts
 Unit tests  Board Work  Graded hands-on exercises using  Test Papers
 Support libraries  Seat Work Rubrics
 Individual hands-on exercises  Periodic Examinations

LO1
LO2 SHOW AND TELL: APP PROJECT BETA DEMONSTRATION 9
LO3
LO2 Lesson 4: User Experience  Lecture  Quizzes  PPT Presentation 10-12
LO3  Clickable images  Discussion  Recitation  LCD Projector
LO4  Input controls  Demonstration  Assignment  Handouts
 Menus and pickers  Board Work  Graded hands-on exercises using  Test Papers
 User navigation  Seat Work Rubrics
 RecyclerView  Individual hands-on exercises  Periodic Examinations
LO2 Lesson 5: Delightful User  Lecture  Quizzes  PPT Presentation 13-15
LO3 Experience  Discussion  Recitation  LCD Projector
LO4  Drawables, styles, and  Demonstration  Assignment  Handouts
themes  Board Work  Graded hands-on exercises using  Test Papers
 Cards and colors  Seat Work Rubrics
 Adaptive layouts  Individual hands-on exercises  Periodic Examinations
LO2 Lesson 6: Testing your UI  Lecture  Quizzes  PPT Presentation 16-17
LO3  Espresso for UI Testing  Discussion  Recitation  LCD Projector
LO4  Demonstration  Assignment  Handouts
 Board Work  Graded hands-on exercises using  Test Papers

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 Seat Work Rubrics
 Individual hands-on exercises  Periodic Examinations
LO1
LO2
FINAL EXAMINATION and FINAL APP PROJECT PRESENTATION AND DEMONSTRATION 18
LO3
LO4

8. REFERENCE

Print:
1. Forrester, Alex, et al., How to Build Android Apps with Kotlin. Copyright 2021. Published by Packt
2. Abu Doush, Iyad, Learn Simply: Android Mobile Application Development using Kotlin. Copyright 2020. Published by Leanpub
3. Leiva, Antonio, Kotlin for Android Developer: Learn Kotlin the easy way while developing an Android App 6th Edition. Copyright 2018. Published by Leanpub

Non-Print:
4. https://developer.android.com/courses/android-basics-kotlin/course
5. https://developer.android.com/courses/android-development-with-kotlin/course?utm_source=dac&utm_medium=website&utm_campaign=edu
6. https://www.javatpoint.com/android-ui-widgets-tutorial
7. https://developer.android.com/codelabs/android-training-hello-world?index=..%2F..%2Fandroid-training#0

Rueda Street, Calbayog City, Samar, Philippines 6710 main@nwssu.edu.ph 063 055 5339857 www.nwssu.edu.ph
Classroom Policies:
 All of the materials will be posted in our NwSSU-LMS Course Page (Moodle)

 Attendance: Students are expected to attend class regularly. Students are responsible for all assignments or announcements given in class. It is expected that all
students will be present for all exams and quizzes. Make-up exams are not given (because these are announced) and missed classroom activities cannot be made
up, unless there is compelling reason to have an excused absence authorized and recognized by the school. Please take note of the following:

a) Each student is required to attend at least eighty percent (80%) of all class period (54 hrs.) in a given subject to earn the corresponding unit (stated in the
student handbook)

b) 1 Late = arriving 15 minutes after class starts (sample only)

c) 4 Lates = 1 absences (sample only)

d) Accumulated absences or not reaching the required number of hours (i.e., 54 hrs.) = Failure due to absence

It is the responsibility of the students to keep track of their absences and incidents of tardiness. They should exercise wise use of their allotted cuts. Students
should not expect a warning upon reaching the maximum number of allowable absences.

 Classroom behavior: Students are expected to be prompt, attentive, honest, and polite. Electronic devices such as phones and music players should be set aside.
The professor has the right to confiscate these devices and file the necessary corrective action. Cheating is not allowed.

 Requirements: Submit all requirements on time and make sure that it is properly formatted and labeled. Late submission will be accepted but shall incur 10%
deduction for every day the submitted requirement is late. XML and Kotlin programming will be used for the implementation of the hands-on activity and project.

Prepared by: Noted: Approved:

AARON JUDE C. PAEL EDMUN DENNIS S. ANTIVO, MSIT FRANCISCO B. BACAMANTE JR., DIT
IT Elective 1 Course Instructor BSIT Program Chairman Dean, College of Computing and Information Sciences

Rueda Street, Calbayog City, Samar, Philippines 6710 main@nwssu.edu.ph 063 055 5339857 www.nwssu.edu.ph

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