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Cu ComputerProgrammingPrinciples

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0% found this document useful (0 votes)
2 views7 pages

Cu ComputerProgrammingPrinciples

Uploaded by

Douglas Wasilwa
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

COMPUTER PROGRAMMING PRINCIPLES

ISCED UNIT CODE: 0613 451 05A

TVET CDACC UNIT CODE: IT/CC/ICTA/CC/02/5/MA

Duration of Unit: 180 Hours

Relationship to Occupational Standards

This unit addresses the Unit of Competency: Apply Computer Programming Principles

Unit Description
This unit covers the competencies required to apply computer programming principles. It
involves applying computer programming skills, demonstrating structured programming
skills and demonstrating object-oriented programming skills.

Summary of Learning Outcomes


LEARNING OUTCOMES DURATION (HOURS)
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1. Apply Computer programming skills 50


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2. Demonstrate Structured programming skills 60

3. Demonstrate Object-oriented programming skills 70

TOTAL 180

Learning Outcomes, Content and Suggested Assessment Methods


Learning Content Suggested
Outcome Assessment Methods
1. Apply 1.1 Identification of Programming Languages • Practical Activities
computer 1.1.1 Overview of programming language • Project work
programming categories
• Demonstration
skills (e.g., procedural, object-oriented,
• Group discussions
functional)
• Observation
1.1.2 Criteria for selecting languages based on
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user requirements • Portfolio of
1.2 Application Programming Paradigms Evidence
[Link] Explanation of common programming • Written tests
paradigms
[Link] Functional
[Link] Procedural
[Link] Object-oriented
[Link] Imperative
[Link] Declarative
1.2.2 Choosing the appropriate paradigm based
on project needs
1.3 Program Development Life Cycle
1.3.1 Stages of the program development life
cycle
1.3.2 Best practices for adapting the life cycle to
work requirements
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1.4 Application of Program Design Tools


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1.4.1 Overview of design tools


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[Link] Flow charts


[Link] Decision tables
[Link] Decision trees
[Link] Pseudocode
[Link] Algorithm
1.4.2 Selecting design tools based on user
requirements and project complexity
1.5 Identification of Program Writing Tools
1.5.1 Common program writing tools and IDEs
[Link] Text editors
[Link] Compilers Linkers
[Link] Debuggers
[Link] Special Integrated Development

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Environment (IDE)
1.5.1 Evaluating tools based on system
requirements and developer preferences
2. Demonstrate 2.1 Declaration of Identifiers in C language ● Practical Activities
structured 2.1.1 Guidelines for naming conventions and ● Project work
programming best practices
● Demonstration
skills 2.1.2 Ensuring identifiers align with program
● Group discussions
design specifications
● Observation
2.2 Initializing Variables and Constants in C
● Third Party report
language
2.2.1 Importance of proper initialization in ● Portfolio of
Evidence
programming
2.2.2 Techniques for initialization based on ● Written tests

design specifications
2.3 Applying User-Defined Data Types in C
language
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2.3.1 Overview of user-defined data types


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in C language
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[Link] Structures
[Link] Classes
[Link] Arrays
[Link] Function
2.3.2 Criteria for selecting data types based
on system requirements
2.4 Creating Computer program input in C
language
2.5 Application of Data control structures in C
program
2.5.1 Types of control structures
[Link] Selection
[Link] Loops

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[Link] Sequence
2.5.2 Best practices for implementing
control structures as per design
requirements
2.6 Data structures in C program
2.6.1 Overview of common data structures.
[Link] Arrays
[Link] Queue
[Link] Stack
[Link] Linked lists
2.6.2 Selecting appropriate data structures
based on design specifications.
2.7 Creating C computer program subroutines
2.7.1 Benefits of using subroutines
2.7.2 Designing subroutines to meet user
needs
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2.7.3 Functions and subprograms


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2.8 Coding of C Computer program output


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2.9 Performing C Computer Program


Debugging
2.9.1 Common debugging techniques and
tools
2.9.2 Following work procedures for
systematic debugging
2.10 Compiling C Computer Program
2.10.1 Steps involved in the compilation
process
2.10.2 Ensuring compliance with system
requirements during compilation

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3. Demonstrate 3.1 Implementing Objects and Classes in C++ • Practical Activities
object- language • Project work
oriented 3.1.1 Overview of objects and classes in • Demonstration
programming OOP • Group discussions
skills 3.1.2 Ensuring implementation aligns with • Observation
work procedures • Third Party report
3.2 Declaring Object Methods in C++ language • Portfolio of
3.2.1 Defining methods that fulfill Evidence
application requirements
• Written tests
3.2.2 Best practices for method naming and
functionality
3.3 Applying Namespaces in C++ language
3.3.1 Understanding the role of namespaces
in OOP
3.3.2 Implementing namespaces
3.4 Data abstraction concepts in C++ language
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3.4.1 Definition of data abstraction


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3.4.2 Importance of data abstraction


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3.4.3 Implementing of data abstraction in


OOP
3.5 Object encapsulations in C++ language
3.5.1 Definition of Object encapsulations
3.5.2 Importance of Object encapsulations
3.5.3 Implementing of Object
encapsulations in OOP
3.6 Class templates implementation
3.7 Class inheritance implementation
3.7.1 Definition of data abstraction
3.7.2 Importance of data abstraction
3.7.3 Base class
3.7.4 Derived class

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3.7.5 Inheritance relationships
3.7.6 Types of inheritance
3.8 Implementing class polymorphism in C++
language
3.8.1 Definition of data polymorphism
3.8.2 Importance of data polymorphism
3.8.3 Implementing of data polymorphism
in OOP

Suggested Delivery Methods


• Instructor led facilitation using active learning strategies
• Demonstration by trainer
• Practical work by trainee
• Viewing of related videos
• Group discussions
• Direct instructions
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Recommended Resources for 25 Trainees


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S/No. Category/Item Description/ Quantity Recommended


Specifications Ratio
(Trainee: Item)
A Learning Materials

1. Textbooks 5 pcs 1:5

2. Installation manuals

3. Charts

4. PowerPoint presentations For trainer’s use

5. Assorted colour of whiteboard For trainer’s use


markers

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6. e-Didactics For trainer’s use

B Learning Facilities &


infrastructure

7. Lecture/theory room 1 1:25

8. Computer Laboratory 1 1:25

C Consumable materials

9. Printing Papers 1 ream 1:20

10. Toners 2 pcs 13: 1

11. Internet connection

D Tools and Equipment

12. Projectors 1 25:1

13. Printers 4 6:1


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14. Flash drives 5 pcs 5:1


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15. Computers 25 pcs 1:1

16. Integrated Development 25 pcs 1:1


Environment (IDEs) – C,C++,
Java and Visual Studio,
IntelliJ IDEA, Python IDE

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