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RPP-04 / Prosedur Pelaksanaan Kuliah
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UNIVERSITI TUN HUSSEIN ONN MALAYSIA
FAKULTI SAINS KOMPUTER DAN TEKNOLOGI MAKLUMAT
PERANCANGAN KULIAH
LECTURE PLAN
MAKLUMAT KURSUS (COURSE INFORMATION)
SEMESTER / SESI (SEMESTER / SESSION) : II/ 2016/2017
KOD KURSUS (COURSE CODE) : BIT 33803
NAMA KURSUS (COURSE TITLE) : JAVA PROGRAMMING
BEBAN AKADEMIK PELAJAR (STUDENT ACADEMIC LOAD) :
Kategori Aktiviti
(Category of Activities) Aktiviti Pembelajaran
(Learning Activities) Jumlah Jam/ Semester
(Total Hours/ Semester)
Pembelajaran bersemuka
(Face-to-face learning)
Kuliah (Lecture) 24
Tutorial / Amali (Tutorial / Practical) 28
Aktiviti pembelajaran berpusatkan pelajar lain
(Other student centered learning activities)
4
Pembelajaran kendiri
(Independent study)
Penyediaan tugasan, projek dan lain-lain
(Preparing assignment, project and others)
28
Ulangkaji
(Revision)
24
Persediaan bagi pentaksiran
(Preparation for assessment)
6
Pentaksiran rasmi
(Formal assessment)
Pentaksiran berterusan
(Continuous assessment)
3
Peperiksaan akhir
(Final examination)
3
JUMLAH JAM BELAJAR PELAJAR (JBP)
(TOTAL STUDENT LEARNING TIME (SLT))
120
Kursus Pra-syarat (Prerequisite Course) : BIT 10303 COMPUTER PROGRAMMING
Nama Staf Akademik (Name of Academic Staff) : DR. AIDA MUSTAPHA (PENYELARAS)
Disediakan oleh (Prepared by): Disahkan oleh (Approved by):
Tandatangan (Signature): Tandatangan (Signature):
Nama (Name): DR. AIDA MUSTAPHA Nama (Name):
Tarikh (Date): 5 FEBRUARY 2017 Tarikh (Date):
RPP-04 / Prosedur Pelaksanaan Kuliah
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MATLAMAT (GOALS):
To provide good understanding on Java programming skills. Students are expected to design and develop
application using Java programming.
SINOPSIS (SYNOPSIS):
This course provides an understanding on introduction to program and Java, primitive data types and
operations, control statement methods and arrays.
HASIL PEMBELAJARAN (LEARNING OUTCOMES):
At the end of this course, the students would be able to apply and appreciate the knowledge to:
1. Design problem solving process based on object oriented concept. (PLO 4, CTPS – C5)
2. Construct an object oriented computer application using Java programming language. (PLO 2,
Practical Skill – P4)
3. Demonstrate the implementation of object oriented concept using any high level programming
language. (PLO 6, LL – A3)
ISI KANDUNGAN (CONTENT):
MINGGU
(WEEK) KANDUNGAN
(CONTENT) PENTAKSIRAN
(ASSESSMENT)
1 1.0 INTRODUCTION TO JAVA PROGRAMMING
(6 HOURS)
1.1 Introduction to Program and Java
1.2 Data Primitive Types and Operation
2 1.3 Control Structure: Selection and Looping Selection
3 1.4 Methods: Create, Call, Using Methods in Programming
1.5 Array in Programming
Quiz 1
4 2.0 OBJECT ORIENTED PROGRAMMING
(8 HOURS)
2.1 Object and Class: Create and Class achieve, Using
Class in Programming
2.2 Strings: Class String, Class Characters and Class
StringBuffer
5 2.3 Inheritance
6 2.4 Polymorphism
7 2.5 Class abstract and interfaces and Object Oriented
Modeling
Midterm
MID SEMESTER BREAK (1 WEEK)
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MINGGU
(WEEK) KANDUNGAN
(CONTENT) PENTAKSIRAN
(ASSESSMENT)
8 3.0 GRAPHICAL USER INTERFACE (GUI)
PROGRAMMING (8 HOURS)
3.1 Introduction to GUI Programming
9 3.2 Event-Driven Programming
10 3.3 Create User Interface: Swing GUI Component
11 3.4 Applet, Image and Audio: Class Applet and Class
JApplet
Quiz 2
12 4.0 EXCEPTIONS HANDLING AND INPUT/OUTPUT
(6 HOURS)
4.1 Exceptions and Assertions: Types of Exception,
Exception Handling, Rethrowing Exceptions, Finally
Clause
13 4.2 Input and Output: Input/Output Handling in Java
14 4.3 Binary Input/Output
Project
Presentation
15 REVISION WEEK (1 WEEK)
16 – 18 FINAL EXAMINATION (3 WEEKS) Final Examination
TUGASAN / PROJEK (ASSIGNMENT / PROJECT):
1. Practical – Lab exercises on Java Programming
MINGGU
(WEEK) AMALI
(PRACTICAL) PERKAKASAN/PERISIAN
(HARDWARE/SOFTWARE)
1 Basic idea and introduction to the Java
Programming (2 hours)
Personal computer/
Java Compiler
2-14 Lab practical using Java (22 hours)
Using Object in programming
Strings handling
GUI Application
Exception Handling
2. Project – Develop Application using Java
PENTAKSIRAN (ASSESSMENT):
1. Kuiz (Quiz) : 5%
2. Tugasan (Assignment) : 20%
3. Ujian (Test) : 15%
4. Project (Project) : 20%
5. Peperiksaan Akhir (Final Examination) : 40%
Jumlah (Total) : 100%
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RUJUKAN (REFERENCES):
1. Mustapha, A., Samsudin, N. A. & Mohamed, R. 2017. Java Programming Workbook. Penerbit UTHM.
2. Liang, Y. D., 2009. Introduction to Java programming-comprehensive. 6th Ed. New York: Prentice Hall.
Call number: QA76.73.J38 .L52 2009
3. Deitel, I. & Deitel, J., 2007. Java how to program. 7th Ed. New York: Prentice Hall. Call number:
QA76.73.J38 .D44 2007
4. Lewis J. & Loftus W., 2012. Java software solutions: foundations of program design. 5th Ed. New York:
Prentice Hall. Call number: QA76.73.J38 .L48 2012
5. Sanders, K. E. & Dam, A. V., 2006. Object-oriented programming in java: a graphical approach.
Harlow: Addison-Wesley. Call number: QA76.64 .S26 2006
6. Morelli, R. & Walde, R., 2007. Java, Java, Java: Object-oriented problem solving. New York: Prentice
Hall. Call number: TK7867 .H67 2006
KEHADIRAN / PERATURAN SEMASA KULIAH (ATTENDANCE / REGULATIONS DURING LECTURE)
1. Pelajar mesti hadir tidak kurang dari 80% masa pertemuan yang ditentukan bagi sesuatu kursus termasuk
kursus Hadir Wajib (HW) dan kursus Hadir Sahaja (HS).
Students must attend not less than 80% of the contact hours specified for a course including Compulsory
Attendance (HW) course and Attendance Only (HS) course.
2. Pelajar yang tidak memenuhi perkara 1 di atas tidak dibenarkan menghadiri kuliah dan menduduki
sebarang bentuk pentaksiran selanjutnya. Markah sifar ‘0’ akan diberikan kepada pelajar yang gagal
memenuhi perkara 1. Manakala untuk kursus HW, pelajar yang gagal memenuhi perkara 1 akan diberi
gred Hadir Gagal (HG).
Students who do not fulfill item 1 of the above are not allowed to attend further lecture and sit for any
form of assessment. Zero ‘0’ mark will be given to students who fail to comply with item 1. As for HW
course, students who fail to comply with item 1 will be given Failure Attendance (HG) grade.
3. Pelajar perlu patuh kepada peraturan berpakaian yang berkuatkuasa dan menjaga disiplin diri masing-
masing untuk mengelakkan dari tindakan tatatertib diambil terhadap pelajar.
Students should adhere to the dress regulations in effect and must discipline themselves to avoid from
any disciplinary actions.
4. Pelajar perlu mematuhi peraturan keselamatan sepanjang aktiviti pembelajaran dan pengajaran.
Students should adhere to the safety regulations throughout the learning and teaching activities.
MATRIK HASIL PEMBELAJARAN KURSUS DAN HASIL PEMBELAJARAN PROGRAM
(MATRIX OF COURSE LEARNING OUTCOMES AND PROGRAMME LEARNING OUTCOMES)
Dilampirkan.
(Attached).
RPP-04 / Prosedur Pelaksanaan Kuliah
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MATRIK HASIL PEMBELAJARAN KURSUS DAN HASIL PEMBELAJARAN PROGRAM
MATRIX OF COURSE LEARNING OUTCOMES AND PROGRAMME LEARNING OUTCOMES
Fakulti (Faculty) : FACULTY OF COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Matrik ini perlu digunakan bersama: Matrik ini perlu digunakan bersama:
(This matrix is to be used with) (This matrix is to be used with)
Program (Programme) : BACHELOR OF INFORMATION TECHNOLOGY 1. Objektif Pendidikan Program (PEO) 1. Objektif Pendidikan Program (PEO)
(Programme Educational Objectives (PEO)) (Programme Educational Objectives (PEO))
Kod Kursus (Course Code) : BIT 33803 2. Hasil Pembelajaran Program (PLO) 2. Hasil Pembelajaran Program (PLO)
(Programme Learning Outcomes (PLO)) (Programme Learning Outcomes (PLO))
Nama Kursus (Course Title) : JAVA PROGRAMMING
Bil.
(No.) Hasil Pembelajaran Kursus
(Course Learning Outcomes)
Pematuhan kepada PLO (Compliance to PLO) Kaedah
Penyampaian
(Method of
Delivery)
Kaedah
Pentaksiran
(Method of
Assessment)
KPI
PL
O1
PL
O2
PL
O3
PL
O4
PL
O5
PL
O6
PL
O7
PL
O8
PL
O9
PL
O1
0
PL
O1
1
PL
O1
2
PL
O1
3
1 Design problem solving
process based on object
oriented concept. (C5,
CTPS)
X
Lecture Quiz, Test,
Lab, Project,
Final
Examination
At least 50% students
obtained minimum 50 marks
for cognitive
2 Construct an object oriented
computer application using
Java programming language.
(P4, Practical Skill)
X
Lecture, Lab Lab
Assignments,
Project
At least 50% students
obtained minimum 50 marks
for psychomotor
3 Demonstrate the
implementation of object
oriented concept using any
high level programming
language. (A3, LL)
X
Lecture,
Project
Project
Presentation
At least 50% students
obtained minimum 50 marks
for affective
Jumlah (Total)
Taksonomi Pembelajaran (Learning Taxonomy)
Kognitif (Cognitive) Psikomotor (Psychomotor) Afektif (Affective)
C1 Pengetahuan (Knowledge) P1 Persepsi (Perception) A1 Menerima (Receiving)
C2 Pemahaman (Comprehension) P2 Set (Set) A2 Memberikan Maklum Balas (Responding)
C3 Aplikasi (Application) P3 Respons Berpandu (Guided Response) A3 Menilai (Valuing)
C4 Analisis (Analysis) P4 Mekanisme (Mechanism) A4 Mengorganisasi (Organising)
C5 Sintesis (Synthesis) P5 Respons Ketara Kompleks (Complex Overt Response) A5 Menghayati Nilai (Internalising)
C6 Penilaian (Evaluation) P6 Adaptasi (Adaptation)
P7 Lakuan Tulen (Origination)