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Batangas State University Jplpc-Malvar: College of Engineering and Computing Sciences
Batangas State University Jplpc-Malvar: College of Engineering and Computing Sciences
Batangas State University Jplpc-Malvar: College of Engineering and Computing Sciences
IT 203
MULTIMEDIA SYSTEMS
First Semester, AY 2017-2018
VISION
A globally recognized institution of higher learning that develops competent and morally upright
citizens who are active participants in nation building and responsive to the challenges of the 21st century.
MISSION
CORE VALUES
Faith Integrity
Patriotism Mutual respect
Human dignity Excellence
PROGRAM GOAL
The Bachelor of Science in Information Technology program aims to shape globally competitive
computer magnates as they develop their professional identities and ethical values. It establishes
equanimity, objectivity and wisdom, unselfishness and concern for the environment through their
technological competencies, community partnerships and strong faith in the Supreme Being.
It promotes excellence in the pedagogy as it develops a well-rounded graduate who can assume
dynamic leadership, meaningful participation and internalization initiatives in the field of
Information Technology, Computer Science and Computer Engineering.
The alumni of BS Information Technology, about three to five years after graduation shall:
1. Help create innovations to ensure the competitive edge of the Philippine computing industry.
2. Adhere to ethical standards in the practice of the computing profession.
1. PHILOSOPHY
This course is intended to develop the students’ multimedia knowledge and skills from
the creation of sounds to creation of graphic animation as well as the creation and manipulation of
music and video clips. This course allows the students to enjoy, have fun and make them realize
that working with computers can be really fun and exciting. It also tackles stuff in complex
animation techniques that will help them be competitive computer animators.
This course is intended for the Second Year Bachelor of Science in Information
Technology students.
3. STUDENT OUTCOMES
The following are the skills that computer science graduates are expected to acquire upon the
completion of their program. These skills are essential in performing their various tasks as educators.
After finishing the program, the BSIT graduates must have the ability to:
a. an ability to apply knowledge of computing and mathematics appropriate to the discipline and
PEO.
b. an ability to analyze a problem, and identify and define the computing requirements
appropriate to its solution.
c. an ability to design, implement, and evaluate a computer-based system, process, component,
or program to meet desired needs.
d. an ability to function effectively on teams to accomplish a common goal.
e. an understanding of professional, ethical, legal, security and social issues and responsibilities.
f. an ability to communicate effectively with a range of audiences.
g. an ability to analyze the local and global impact of computing on individuals, organizations,
and society.
h. an ability to analyze the local and global impact of computing on individuals, organizations,
and society.
i. an ability to use current techniques, skills, and tools necessary for computing practice.
j. an Ability to use and apply current technical concepts and practices in the core information
technologies; human computer interaction, information management, programming,
networking, and web
k. ability to identify and analyze user needs and take them into account in the selection,
creation, evaluation and administration of computer-based systems
l. Ability to effectively integrate IT-based solutions into the user environment.
m. Ability to understand best practices and standards and their application.
The following table maps the intended learning outcomes with the student outcomes. This also
illustrates the relationship of the intended learning outcomes (ILOs) with the student outcomes (SOs).
There are varieties of teaching strategies that will be utilized in this class to further improve
the students learning.
1. Activity- a general teaching method (e.g., problem solving, design challenge, field trips, role
playing) based on planned, purposeful involvement of students.
2. Cooperative learning- Learners are placed in groups of four to six. Sometimes the groups are as
diverse or heterogeneous as possible. In such cases, group members are often rewarded for the
group's overall success.
5. Discussion- Discussions occur when a group assembles to communicate with one another
through speaking and listening about a topic or event of mutual interest. To illustrate, a group of
learners convenes to discuss what it has learned about global warming.
6. Drill and practice- A form of independent study whereby, after the teacher explains a task,
learners practice it. After Students are shown how to use Ohm's Law, they are asked to make
calculations of current, resistance and voltage.
8. Project- Students work through a series of activities and problems culminating in the completion
of something tangible (e.g., artifact, media, performance). A form of individualization whereby
learners choose and work on projects and activities that facilitate and support the development of
skills and knowledge. Often, learners not only choose topics but also the means of their conduct and
production.
9. Recitation- Students are given information to study independently. They then recite what they
have learned when questioned by the teacher.
10. Workshop - A type of interactive training where students carry out a number of activities rather
than passively listen to a lecture or presentation.
1. Tests and Examinations. Schools have traditionally used tests in assessment programming
to measure whether students have acquired a certain process- and content-related knowledge.
These tests focus on the missions, goals, and objectives and permit useful projections of student
behavior and learning. A well-constructed and carefully administered test that is graded by two
or more judges for the specific purpose of determining program strengths and weaknesses
remains one of the most popular instruments for assessing student performance.
2. Hands-On Strategy (e.g. use of computer lab). The Instructor will give the students an
activity to be done using the school’s computer laboratory where the students will apply the
lectures and discussion done beforehand. This will monitor the students in how well they are
able to apply the lectures and discussion given.
3. Rubric. Scoring tool that will explicitly represent the set of criteria in grading the Hands-on
Activities.
7. COURSE REQUIREMENTS
B. Homework / Seatwork. There will be homework, seatwork, and board work to be given in
class about some topics needing further understanding; thus, you are encouraged to do it. It
will be due at the beginning of the following lecture period unless otherwise specified. Late
assignments will not be accepted anymore.You are encouraged to work on the homework
with groups of your classmates. The purpose of the homework is to practice with the material
and to improve your understanding. I encourage you to learn from each other, and also to ask
C. Laboratory Experiments. The Instructor will give the students an activity to be done using
the school’s computer laboratory where the students will apply the lectures and discussion
done beforehand. This will monitor the students in how well they are able to apply the
lectures and discussion given.
8. COURSE POLICIES
A. Refer to the University Student Handbook for the policies on Attendance, Dropping of
Subject, and on Scholastic Delinquency.
B. Academic Misconduct
The students should be completely aware of their behavior and attitude inside the class.
They must avoid interrupting or distracting the class on any level. The following must be
strictly observed during the class.
a. The orderliness and cleanliness of the classroom must be maintained before, during
and after the class.
b. Any material or gadget irrelevant to the subject must be turned off and kept.
c. Chatting or talking with the seatmates is prohibited unless required in the classroom
activity.
d. Going in and out of the room without permission from the instructor.
e. Being excused by friends or peers from the class for any reason is not allowed except
for emergency cases concerning family problems or administrative reasons.
D. Grading System
9. ACADEMIC INFRASTRUCTURE
Text Books
1. Handley, M. et.al.2012. The Art of Audio Video Basics, Thomson Learning Inc.
2. Kelby, S. 2016. The Photoshop Elements 14 Book for Digital Photographers (Voices That
Matter) 1st Edition
3. Drew, M. et.al.2012. Introduction to Multimedia, M&C Publishing House.
Online Reference
1. https://users.cs.cf.ac.uk/Dave.Marshall/Multimedia/node12.html
2. https://helpx.adobe.com/photoshop/how-to/graphic-design-basics.html
3. http://lifehacker.com/5753459/learn-the-basics-of-photoshop-in-under-25-minutes
4. https://www.gcflearnfree.org/photoshopbasics/
5. https://www.wired.com/2010/02/flash_tutorial_for_beginners_-_lesson_1/
6. http://www.smartwebby.com/Flash/flash_animations.asp
7. http://thevirtualinstructor.com/adobeflashlessons.html
8. http://www.magix-audio.com/ie/tutorials/
9. http://www.proshowblog.com/category/how-to/
10. https://www.pinterest.com/photodex/proshow-how-to-training-videos/
11. http://users.cs.cf.ac.uk/Dave.Marshall/Multimedia/node25.html
Software
5 Preliminary Examination
6 Part 1: Computer Graphics Serosa
Types of Graphic Files pp. 34-75.
Image Editor: Adobe Photoshop CC
2015 https://helpx.adobe.com/photoshop/how-
to/graphic-design-basics.html
Photoshop Tools and Functions Kelby
Understanding Layers pp.15-28.
9 Midterm Examination
10 Part 2: Computer Animation Handley
Brief Introduction pp. 112-156.
Animator: Adobe Flash CS6
Prepared by:
MERVIN L. LINANG
Instructor I
Date: ______________________
Approved by:
OBE – IT 203
1st Semester, 2017 - 2018