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Object-Oriented Programming (5 cr)

Code: 5051125-3026

General information


Enrollment

30.07.2022 - 31.10.2022

Timing

05.09.2022 - 09.12.2022

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Engineering and Business

Campus

Kupittaa Campus

Teaching languages

  • Finnish
  • English

Degree programmes

  • Degree Programme in Information and Communication Technology
  • Degree Programme in Information and Communications Technology

Teachers

  • Werner Ravyse

Teacher in charge

Werner Ravyse

Groups

  • ICTMODgameSem
  • PTIVIS21P
    Game and Interactive Technologies

Objective

After completing the course the student can:
- explain the different phases and main methods of the development of a software product
- explain the concepts class hierarchy, inheritance, and polymorphism, and utilize these in software development
- discuss the possibilities of parallel programming
- apply exception handling mechanisms
- design, implement and document a simple user interface application.

Content

- object-oriented structures
- error handling with exceptions
- threads
- database connection
- software development process and methods
- UML diagrams

Materials

Lecture and supplementary material will be made available at the appropriate timing for each topic or upon request from the students.

Teaching methods

The course will combine instructivist theory lectures with cognitivist problem solving by means of programming tasks and assignements.

Exam schedules

This course does not have a formal exam.

Completion alternatives

The theoretical content will be handled largely online while the practical parts of the course have face-to-face facilities and support.

Student workload

OOP is a 5 ECTS course and each student is thereby expected to work 135 hours. The workload will be broken into:
- 25 - 40% theory
- 25 - 40% practical work (under guidance and supervision)
- 20 - 50% self-exploratory work and problem solving
The workload numbers are purely indicators and will vary from student to student (depending largely on experience).

Content scheduling

This course teaches the basics of object oriented programming (OOP) and uses the C# programming language as practical application tool.
OOP runs from September to December and consists of:
- Theory sessions (all students);
- Practical sessions for students who already have experience in C#;
- Practical sessions for students with little to no experience with C#.

The theory lecture sessions will include theoretical unpacking of OOP concepts and demonstrations (in tutorial fashion) of the topic for that specific phase of the course, while the practical sessions will be an opportunity for students to practice the aspects shown during the lecture sessions. The practical sessions are also intended for students to work on their class assignments, under the assistance of the lecturer, Turku Game Lab engineer, or senior student class assistant.

The course content is delivered on a weekly basis and will cover the following topics:
- The history and low-level theory of computer program execution;
- The C# development environment (Visual Studio) and the basic program structure;
- Data types and how to use them with logical and arithmetical operators;
- Control structures and iteration;
- Overview of OOP principles;
- Abstraction;
- Encapsulation;
- Inheritence;
- Polymorphism

Evaluation scale

H-5

Assessment methods and criteria

This course consists of:
- Practical assignments per topic; and
- Online theory quizzes per topic

All work is individual.

Practical assignments are to be returned via ItsLearning and will be graded on a 0-5 basis (failure to return an assignment by the end of the course, will lead to the assignment receiving a grade of 0). The grading criteria (rubric) for each assignment will be made available at the time of receiving the assignment. All practical assignments will be combined to give a practical average.

Theory quizzes will be completed via the ItsLearning platform and each quiz result will be transposed to a grade of 0-5. The quizzes will only be open at very specific time periods - failure to complete a quiz during the allocated time slot (unless pertinent reasons are given) will result in the quiz receiving a grade of 0. All quizzes will be combined to give a theory average.

All assignments and quizzes will contribute to the respective averages - in other words, an assignment that was not attempted will score 0 and still count toward the final grade.

The course is graded as follows:
(Practical average x 0,7) + (Theory average x 0,3)

Assessment criteria, fail (0)

Each student must complete:
- At least 4 practical assignments; and
- At least 5 theory quizzes
If students do not meet this minimum requirement, they will fail the course.

Qualifications

Introduction to Programming or equivalent programming skills