Curriculum Framework Detail

S2(1) – Creative Thinking

Teaching Module

S2(1) – Creative Thinking

Objectives

This module aims to introduce students to the basic principles underlying creativity and to equip them the knowledge of creative thinking process. It provides an introduction to a range of tools such as digital sandbox game and drag-and-drop programming software, and techniques for both idea generation (Creativity) and converting those ideas into reality (Innovation). Also, it introduces the beauty, relevance, fun and multifaceted nature of computing in seeking innovative solutions to problems. Students will use sandbox and drag-and-drop programming tool such as Minecraft and Scratch/Kodu to experience creative thinking for problem-solving and innovation while teacher will act as debriefer to facilitate their reflective thinking.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand creativity and learn some basic techniques to think more creatively;
  • Use sandbox and other creative tools and techniques such as Minecraft to generate, evaluate and select new ideas;
  • Learn about effective teamwork and collaboration in brainstorming new ideas; and
  • Develop a program using drag-and-drop tool such as Scratch/Kodu to create animations on greeting cards and share the creations on the web.

 

S2(2) – Mobile Apps

Teaching Module

S2(2) – Mobile Apps

Objectives

This module aims to provide students with knowledge and practice on development process of mobile apps.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand the fundamentals about mobile computing, including the devices, applications and markets;
  • Develop a mobile app such as a shooting game using App Inventor;
  • Understand the fundamentals of mobile apps development on iOS / Android / Windows platform; and
  • Comprehend various features for mobile computing.

 

S2(3) – Digital Games

Teaching Module

S2(3) – Digital Games

Objectives

This module aims to introduce students to the fascinating world of digital game production. Students will discover characteristics of different game genres and platforms, operation of game systems as well as basic elements of game design through case studies and game trials. Students will also learn to create their own games using non-programming game making tools. Students will understand how to improve gamer experience by making use of relevant emerging technologies such as big data analytics and motion sensing technology.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Describe the characteristics of different game genres and platforms as well as operation of game systems;
  • Evaluate a game with respect to basic elements of game design;
  • Design a game and present it with a game design document;
  • Create their first game using non-programming game making tools;
  • Understand the concepts of big data analytics and motion sensing technology and how they could enhance gamer experience; and
  • Develop an appreciation for and an understanding of the game production process in local game industry.

 

S3(1) – Problem Solving & Programming

Teaching Module

S3(1) – Problem Solving & Programming

Objectives

This module aims to provide students with knowledge and practice in developing computational thinking and programming abilities It will inspire students the beauty and relevance of computational thinking to solve everyday problems. Students will learn object-oriented programming as a manifestation of how computational thinking can be applied in problem solving. Students will acquire computational thinking techniques such as problem decomposition, pattern recognition and abstraction.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand what computational thinking is and how it is happening in everyday life and influencing/integrating with other disciplines such as biology, chemistry, engineering and finance;
  • Learn computer science fundamentals underpinning computational thinking skills, including conceptualization, problem decomposition, pattern recognition and generalisation, and abstraction to model and solve problems; and
  • Develop a computer program with object-oriented features on data abstraction, pointers, classes and class hierarchy, using C#, C++, Java or Python to develop computational thinking skills to solve authentic problems such as simulating a vending machine.

 

S3(2) – Robotics & Sensors

Teaching Module

S3(2) – Robotics & Sensors

Objectives

This module aims to introduce students to the principles of programming robotics and computerized numerically controlled (CNC) machine via interaction with sensor and motor components. It will cover basic knowledge of different types and applications of robots and sensors (e.g. factory, military, research, entertainment and healthcare).

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Describe concepts, applications of robotics and influence to the society;
  • Understand the basic components of a robotic; and
  • Construct and program a simple robotic with sensors to complete simple tasks.

 

S3(3) – 3D Modeling & Augmented Reality

Teaching Module

S3(3) – 3D Modeling & Augmented Reality

Objectives

This module aims to equip students with fundamentals of 3D modeling and Augmented Reality (AR) such as polygonal modeling, simple lighting and shading, texturing techniques, etc. Students will create 3D model of a simple object with their imagination and print it out using 3D printing. In addition, the module will inspire students to appreciate the benefits and the applicability of AR in daily life across various fields.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand basic concepts in 3D modeling processes and design techniques;
  • Use polygonal modeling to realize design ideas;
  • Be familiar with operations of a 3D modeling software;
  • Create a 3D model with editing tools e.g. souvenir;
  • Understand key concepts in AR; and
  • Appreciate various applications of AR in different fields.

 

S4(1) – Software Development & Technology Appreciation 1

Teaching Module

S4(1) – Software Development & Technology Appreciation 1

Objectives

This module aims to introduce students to the principles of software analysis. It will also gear up students’ ability on object-oriented programming techniques. Throughout the course, students will be exposed to the latest cutting edge IT technology and applications via participation in industrial visits, workshops, seminars, etc.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand the fundamental principles and ingredients of object-oriented software analysis;
  • Acquire object-oriented (OO) programming techniques including encapsulation, data structures, inheritance, polymorphism, etc.;
  • Write an OO program, for example, to compare efficiency of three fundamental sorting algorithms (insertion sort, merge sort, and quicksort) in C#, C++, Java or Python;
  • Analyse an information system problem using the object-oriented paradigm; and
  • Appreciate the latest cutting edge IT technology and applications.

 

S5(1) – Software Development & Technology Appreciation 2

Teaching Module

S5(1) – Software Development & Technology Appreciation 2

Objectives

This module aims to introduce students to the principles and techniques of software design and implementation. It provides students with practice on applying the theories, concepts and techniques acquired during lectures through actual accomplishment in a SA&D case study. Throughout the course, students will be exposed to the latest cutting edge IT technology and applications via participation in industrial visits, workshops, seminars, etc.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Design a solution for an information system problem with several database tables using the object-oriented paradigm;
  • Acquire concepts in software quality assurance and be able to test software;
  • Document and present information system solutions using proper object-oriented notations and tools;
  • Solve complex problems in groups and develop group work; and
  • Appreciate the latest cutting edge IT technology and application.

 

S6(1) – Communication & Collaboration

Teaching Module

S6(1) – Communication & Collaboration

Objectives

This module aims to equip students with skills in interpersonal communication, presentation, decision making, collaboration and social development. In particular, it will provide students the opportunities to practise the skills in planning and delivering effective and influential presentation on computational artifacts, and collaborating with teammates to analyse and identify improvement areas of computational artifacts.

Expected Learning Outcomes

Upon completion of the module, students will be able to:
  • Understand and practise communication and influencing skills;
  • Acquire and practise techniques for preparation and delivery of an effective and influential presentation, in particular in presenting a computational artifact with accurate and precise language, notations, visualisations, with emphasis on articulating its justification and appropriateness;
  • Work collaboratively with teammates to analyze the strengths and weaknesses of a computational artifact and suggest improvement areas; and
  • Develop a resilient, cooperative. Friendly and versatile character to cope with new and unfamiliar environment.