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Technical Vocational Livelihood: Computer Programming
Technical Vocational Livelihood: Computer Programming
Technical Vocational Livelihood: Computer Programming
Vocational
Livelihood
QUARTER
Computer Programming
Republic Act 8293, section 176 states that: No copyright shall subsist in
any work of the Government of the Philippines. However, prior approval of the
government agency or office wherein the work is created shall be necessary for
exploitation of such work for profit. Such agency or office may, among other things,
impose as a condition the payment of royalties.
QUARTER 1
Welcome to the Computer Programming for the ICT Module on Interaction of the
Objects and Interaction Diagrams!
This module was collaboratively designed, developed and reviewed by educators from
Schools Division Office of Pasig City headed by its Officer-In-Charge Schools Division
Superintendent, Ma. Evalou Concepcion A. Agustin in partnership with the Local
Government of Pasig through its mayor, Honorable Victor Ma. Regis N. Sotto.
The writers utilized the standards set by the K to 12 Curriculum using the Most
Essential Learning Competencies (MELC) while overcoming their personal, social,
and economic constraints in schooling.
This learning material hopes to engage the learners into guided and independent
learning activities at their own pace and time. Further, this also aims to help learners
acquire the needed 21st century skills especially the 5 Cs namely: Communication,
Collaboration, Creativity, Critical Thinking and Character while taking into
consideration their needs and circumstances.
In addition to the material in the main text, you will also see this box in the body of
the module:
As a facilitator you are expected to orient the learners on how to use this module.
You also need to keep track of the learners' progress while allowing them to manage
their own learning. Moreover, you are expected to encourage and assist the learners
as they do the tasks included in the module.
For the learner:
Welcome to the Computer Programming for the ICT Module on Interaction of the
Objects and Interaction Diagrams!
The hand is one of the most symbolized part of the human body. It is often used to
depict skill, action and purpose. Through our hands we may learn, create and
accomplish. Hence, the hand in this learning resource signifies that you as a learner
is capable and empowered to successfully achieve the relevant competencies and
skills at your own pace and time. Your academic success lies in your own hands!
This module was designed to provide you with fun and meaningful opportunities for
guided and independent learning at your own pace and time. You will be enabled to
process the contents of the learning material while being an active learner.
Lesson- This section will discuss the topic for this module.
Posttest - This will measure how much you have learned from
the entire module. Ito po ang parts ng module.
EXPECTATIONS
PRETEST
RECAP
The .Net is a framework that can be used to create Form based and Web
based applications. The framework also supports various programming languages.
Developers can choose and select language to develop the required application.
LESSON
There are five basic parts of computer, these are monitor, keyboard, mouse,
system unit and AVR, yet, computer may still work even without AVR.
https://www.bhphotovideo.com/c/product/1485490-REG/dell_24_u2419hx_ultrasharp_wqhd.html
https://www.google.com/search?q=keyboard&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjv2-
jvuorqAhWFIqYKHYx0DO0Q_AUoAXoECA0QAw&biw=1366&bih=657#imgrc=fx7TZ31vazq7LM
Keyboard – it is an input device used to enter function using keys or button.
It is primarily a device which is used to input special characters, numbers and
letters.
https://www.google.com/search?q=mouse&tbm=isch&chips=q:mouse,g_1:computer:eAutwydHe_I%3D&usg=AI4_-
kSYPSrXAmz2mPI10bgQ27VNB-XNDQ&sa=X&ved=2ahUKEwjOreWrwYrqAhUQxYsBHb8tAVMQgIoDKAF6BAgHEAY#imgrc=YTlipZJcHTmN-M
Mouse – it enables the user to control or move the cursor. It is used for
selecting, dragging, hovering and clicking.
https://www.google.com/search?q=system+unit&source=lnms&tbm=isch&sa=X&ved=2ahUKEwikwefNwYrqAhUYBZQKHT3YAfIQ_AUoAXoE
CBgQAw&biw=1366&bih=657#imgrc=rLY8m1iZVDydiM&imgdii=q8IqguY38xKVZM
https://www.google.com/search?q=avr&source=lnms&tbm=isch&sa=X&ved=2ahUKEwigh-HHworqAhVMFqYKHdznB-
0Q_AUoAXoECA4QAw&biw=1366&bih=657#imgrc=12zA13lamIH3YM
Figure 1
Input
Examples:
Processing
Examples:
Examples:
Examples:
Flash drive, Hard drive, CD, DVD, RAM (Random Access Memory),
ROM (Read Only Memory)
Computer Programming
There are three words that we need to understand, these are Program,
Programmer and Programming.
Program
Programmer
Programming
Process/Steps in programming
1. Analyze the problem or the program
- First you must know exactly what you will do. You must formulate a
clear statement of what is to be done.
2. Develop an algorithm.
- It is a sequence of effective statements that when applied to the
problem, will solve it.
3. Coding
- It is a process of translating the algorithm into high-level language or
simply coding means writing a code. In writing code make sure that the
program performed the way it is intended.
4. Testing and debugging
- Run the program and test the result, make sure that it is in a form you
intended if not produce a solution to your program.
5. Documentation
- The programmer must know how the program works, including
descriptions of it, the hardware and the software requirements.
6. Maintenance
- Programmer needs to keep the program running smoothly, provides
updates and solution or improvement in the program considering
changes in the field it is used.
Algorithm:
Start
End
Pseudocode
Begin
Enter L and W
L*W
Print A
Stop
Flowchart
Terminator –
signifies the beginning
and the end of the
process.
Preparation –
signifies the
automated
processing of
information.
Decision –
shows when
the decision
needs to be
made.
Input/Output –
identifies what to
input and signifies
the output.
On-page
Connector –
used to
connect the
flow on the
same page.
Off-page
Connector – used
to connect the
flow to another
page.
Flowchart:
Example Problem2:
Finding the average of any three numbers. If the average is greater than or
equal to 90 print “very good”, else print “good”.
X = Number 1
Y = Number 2
Z = Number 3
Flowchart:
ACTIVITIES
In short bond paper make an algorithm, pseudo code and flow chart based on
the given problem.
Problem:
Getting the age of participant, if the age is less than or equal to 17 you need
to print “sorry you’re not able to join the event”, else you need to print “welcome to
the event”.
Submit a soft copy/hard copy of your completed activity to your subject
teachers on the following meeting.
Rubrics:
Needs work Developing Meets Standard Score
Algorithm
10 15 20
Demonstrates
Demonstrates little
beginning
understanding of the Demonstrates full
understanding of the
concept being understanding of the
concept being
studied. concept being studied.
Concept studied.
Student cannot Student can explain
Student can partially
explain their their learning.
explain their
learning.
learning.
The flow is present
There is no logic to The flow is logical and
but there is a
the flow. The flow the directions help the
question as to which
Steps has no order and is reader to complete the
step goes in which
hard to understand. task.
order.
Pseudocode
Demonstrates
Demonstrates little
beginning
understanding of the Demonstrates full
understanding of the
concept being understanding of the
concept being
studied. concept being studied.
Concept studied.
Student cannot Student can explain
Student can partially
explain their their learning.
explain their
learning.
learning.
Pseudocode is very
Pseudocode is clear,
clear,
understandable, and
Pseudocode is understandable,
the code is organized
Readability difficult to readable, and
into steps, though
understand and is organized into
there may be a few
unorganized. as few steps necessary
extra steps.
as possible.
Flowchart
Demonstrates
Demonstrates little
beginning
understanding of the Demonstrates full
understanding of the
concept being understanding of the
concept being
studied. concept being studied.
Concept studied.
Student cannot Student can explain
Student can partially
explain their their learning.
explain their
learning.
learning.
Some of the symbols All symbols are
Symbols are not
Symbols are not correct. correct.
correct.
Total /140
WRAP–UP
This module discussed the five basic parts and concepts of computer,
introduction to programming, flowchart, algorithm and pseudocode.
As learners, can you discuss the following items based on how you understand
the topic, use your own words to describe it.
___________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
VALUING
Directions: Read and answer the following questions carefully in two to three
sentences each number.
1. What do you think are the importance of learning the Algorithm, Pseudocode
and Flowchart?
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
2. How will you use the knowledge you acquired about steps in programming?
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
3. Cite a situation in which you can apply the knowledge of understanding in
the components and parts of computer?
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
POSTTEST
5. C D 5.
4. B A 4.
3. A A 3.
2. B D 2.
1. A A 1.
Post-test: Pre-test:
References
Computer Programming Volume I, Innovative Training Works, INC
Computer Programming Volume II, Innovative Training Works, INC
Accessed June 22, 2020 10:00Am
https://homepage.cs.uri.edu/faculty/wolfe/book/Readings/Reading13.htm
Accessed June 22, 2020 11:00Am
https://edu.gcfglobal.org/en/computerbasics/basic-parts-of-a-computer/1/
Accessed June 22, 2020 11:30Am
https://www.explainthatstuff.com/howcomputerswork.html