Batangas State University Jplpc-Malvar: College of Engineering and Computing Sciences

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Republic of the Philippines

BATANGAS STATE UNIVERSITY JPLPC-Malvar


Malvar, Batangas
Tel. No. (043) 778-2170/(043) 406-0830 loc.106
Website Address: http://www.batstate-u.edu.ph

COLLEGE OF ENGINEERING AND COMPUTING SCIENCES

INFORMATION TECHNOLOGY PROGRAM


COURSE SPECIFICATION

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

Batangas State University is committed to the holistic development of productive citizens by


providing a conducive learning environment for the generation, dissemination, and utilization of
knowledge through innovative education, multidisciplinary research collaborations, and community
partnership that would nurture the spirit of nationhood and help fuel national economy for sustainable
development.

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.

PROGRAM EDUCATIONAL OBJECTIVES

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.

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2. AUDIENCE

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.

4. INTENDED LEARNING OUTCOMES

By the end of the course, the students must be able to:

ILO 1. Show understanding of what multimedia system is all about.


ILO 2. Define the different forms of multimedia system and how it is used in the industry.
ILO 3. Recognize powerful features and operate the basic tools of the following
multimedia creator:
a. Adobe Photoshop CC
b. Adobe Flash CS6
c. Samplitude Music Studio 2013
d. Sony Vegas 2010/ ProShow Producer/ Cyberlink Power Director
ILO 4. Define various contemporary and in demand software used to create and modify
multimedia content.
ILO 5. Develop corresponding outputs for all the software mentioned above.

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).

Intended Learning Outcomes Applicable Student Outcomes


ILO 1 d f h i j m
ILO 2 d f h i j m
ILO 3 d f h i j m

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ILO 4 d f h i j m
ILO 5 d f h i j m
5. SPECIFIC OBJECTIVES
Upon completing the course, students should be able to exhibit the following objectives
congruent with each topic outlined in the course.

Intended Learning Outcomes


Topics and Objectives
ILO 1 ILO 2 ILO 3 ILO 4 ILO 5
A. INTRODUCTION TO MULTIMEDIA
SYSTEM
a. Define Multimedia and Multimedia System and
+
their components.
b. Identify the components of multimedia system. +
c. Identify computer graphics elements. +
d. Identify the concept of Image and digital color. +
B. IMAGE EDITING SOFTWARE:
ADOBE PHOTOSHOP
a. Recognize tools and functions of Adobe + +
Photoshop.
b. Operate Adobe Photoshop with ease and + +
effectiveness.
c. Produce quality outputs using Adobe Photoshop. + + +
C. ANIMATION SOFTWARE: ADOBE FLASH,
PROSHOW FLASH PRODUCER
a. Recognize tools and functions of Adobe Flash and
Pro Show Flash Producer. + +
b. Operate Adobe Flash and ProShowFlash + +
Producer.
c. Produce quality outputs using Adobe Flash and
Pro Show Flash Producer.
+ + +
D. AUDIO EDITOR: SAMPLITUDE MUSIC
STUDIO 2014
a. Recognize tools and functions of Samplitude + +
Music Studio 2014.
b. Operate Samplitude Music Studio 2014. + +
c. Produce quality outputs using Samplitude Music + + +
Studio 2014.
E. VIDEO EDITOR: SONY VEGAS 2010
a. Recognize tools and functions of Sony Vegas + +
2010.
b. Operate Sony Vegas 2010. + +
c. Produce quality outputs using Sony Vegas 2010 + + +

6. TEACHING-LEARNING STRATEGIES AND ASSESSMENT METHODS

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.

3. Demonstration- A teaching method based predominantly on the modeling of knowledge and


skills. A form of presentation whereby the teacher or learners show how something works or
operates, or how something is done.

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4. Direct instruction- A term used to describe explicit, step-by-step instruction directed by the
teacher. The format or regimen advocated is demonstration, guided practice, and independent
practice.

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.

7. Feedback- A semi-formal mode of communicating to students constructive criticism regarding


their performance during an activity.

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.

Assessment and Evaluation Methods

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

A. Major Examinations. As mandated by the university policy on giving of major


examinations, the course will provide major examinations (i.e., prelim, midterm, semi-final,
and final examinations) to measure the cognitive learning of the course. These examinations
will be taken on the scheduled examination dates. The papers will be checked, recorded, and
computed as major examinations. Examination papers will be returned to students the
soonest time possible within the respective grading period.

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

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me when you have questions. However, the homework that you will submit for grading must
be written individually. Keep in mind that most of your grade in this course is determined by
exams, which you will have to do by yourself alone.

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.

D. Class Participation.Active participation through prescribed and guided


activities/requirements is an utmost goal in this course. The course will delve in laboratory
activities, group reports, discussions, special readings, and summary lectures of inclusive
topics for the course.

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

Academic misconduct will be subject to disciplinary action. Any act of dishonesty in


academic work constitutes academic misconduct. This includes plagiarism, changing or
falsifying any academic documents or materials, cheating, and giving or receiving
unauthorized aid in tests, examinations, or other assigned school works. Punishment for
academic misconduct will vary according to the seriousness of the offense. Punishment for
such offenses includes expulsion, suspension, non-credit of examination and the like.

C. Regulations and Restrictions in the Classroom

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

Final grades are computed as follows:

60% (Average grade in Preliminary, Midterm, Semi-final and Final Examinations)


30% (Laboratory Activities / Exercises)
10% (Class Standing – Assignment, Quizzes, Recitation, Seatwork)
100%

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.

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References

1. Serosa, Jerald Herrera.2012. Multimedia is Fun, Andes Mountain Printers.


2. Sony Vegas Easy editing manual, Retrieved June 7, 2015, from
http://www.neduet.edu.pk/electronics/electronics/pdf/Lab_Work_Books/clangWB.pdf

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

Adobe Photoshop CC 2015


Adobe Flash CS 6
Samplitude Music Studio 2014
Sony Vegas 2010
Sony Vegas 2010/ ProShow Producer/ Cyberlink Power Director

10. COURSE CALENDAR

Week Topics Textbook / References


1 Discussion of Course Course Specification,
Specifications Student Handbook
Course Introduction Drew
Overview of Industry pp. 12-68
Introduction to Multimedia System
Characteristics and Challenges in
Multimedia

2 Key Issues and Desirable features in Drew


Multimedia pp. 68 –97.
Multimedia Products

Components of Multimedia System Drew


3 Trends and Elements of Multimedia pp. 98 – 111.
System

Multimedia Authoring Vs. http://users.cs.cf.ac.uk/


4 Programming Dave.Marshall/Multimedia/node25.html

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.

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7 http://lifehacker.com/5753459/learn-the-basics-of-
photoshop-in-under-25-minutes
Basic to Advance Cropping and Kelby
Photo Manipulation Techniques pp.29-45.

8 Concept of Digital Image and Kelby


Colors pp. 46-78.
12 Hands-on Editing Exercises https://www.gcflearnfree.org/photoshopbasics/
Major Activity (Digital Scrap book)

9 Midterm Examination
10 Part 2: Computer Animation Handley
Brief Introduction pp. 112-156.
Animator: Adobe Flash CS6

11 User Interface PS Team


Basic Tools and Functions pp. 23-56.
Activity (Graphics Flash
Presentation) http://thevirtualinstructor.com/
adobeflashlessons.html

12 Part 3: Digital Audio Files Handley


Types and Concept of Audio Files pp. 206-298.
Audio Editor: Samplitude Music
Studio 2013 http://www.magix-audio.com/ie/tutorials/

13 User Interface Handley


Basic Tools and Functions pp. 157-190.
Activity1 (Digital Audio Remix
Presentation)
Activity2 (Movie Trailer)
14 Semi- Final Examination
15 Part 4: Video Playback and Editing Handley
Types and Concept of Video Files pp. 308 -331
Video Editor: Sony Vegas 2010 /
ProShow Producer http://www.neduet.edu.pk/
http://www.proshowblog.com/category/ho
w-to/

16 Basic Tools and Functions Handley


Understanding Concepts about pp. 335 -341
Videos
Inserting Objects on the Timeline http://www.neduet.edu.pk/
Adding Effects and Transitions to https://www.pinterest.com/photodex/proshow-
Movie Clips how-to-training-videos/
17 Creation of Final Project (Full
Length Movie) and Tarpaulin
Layout
18 Final Examination / Project Presentation

Prepared by:

MERVIN L. LINANG
Instructor I
Date: ______________________

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Reviewed by:

Mrs. MARIA GRACIELA R. BUCAD


Department Chairperson, CS/IT
Date: ______________________

Approved by:

AMADO C. GEQUINTO, Ph. D.


Dean of Colleges
Date: ______________________

OBE – IT 203
1st Semester, 2017 - 2018

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