Republic of the Philippines
Zamboanga Peninsula Polytechnic State University
DEPARTMENT OF TECHNICAL EDUCATION
R.T. Lim Blvd., Zamboanga City
991-3815/ 993-0023
DIT 112
OUTCOMES-BASED EDUCATION (OBE)
SYLLABUS
COMPUTER PROGRAMMING 1
PREPARED BY: REVIEWED BY:
HANS REYNOLD B. MACROHON MICHAEL JOAVANNI E. PEREZ Ed.D
Visiting Lecturer Program Chair, Diploma In Technology
APPROVED BY:
NORWESA L. MADRIAGA [Link]
Director, Institute of Technical Education
Republic of the Philippines
ZAMBOANGA CITY STATE POLYTECHNIC COLLEGE
INSTITUTE OF TECHNICAL EDUCATION
R.T. Lim Blvd., Zamboanga City
Tel. No. (062) 993-0023
OUTCOMES-BASED EDUCATION
SYLLABUS/ INSTRUCTOR’S GUIDE
VISION ZPPSU as the leading provider of globally – competitive human resources.
Provide effective and efficient services through advances technological studies and researches for the empowerment of the
MISSION
nation’s human resources.
INSTITUTIONAL
Globally competitive graduates who can perform advanced technological competencies in their field of specialization
OUTCOMES
GOAL The Institute of Technical Education shall enhance its programs designed in accordance with the CHED standards to equip and
produce graduates for Technological, Entrepreneurial, and Middle-Level Management Skills, which shall be globally competitive.
1. Apply knowledge of TESDA competency standards to install, configure, and troubleshoot computer hardware and software systems commonly used in the
Philippine IT industry.
2. Design, implement, and manage local area networks (LANs) following industry best practices, considering the needs of small and medium-sized enterprises
(SMEs) prevalent in the Philippines.
PROGRAM 3. Develop and administer database systems using industry-standard database management software, ensuring data integrity and security.
OUTCOMES 4. Create user-friendly desktop, software, web applications using different programming and scripting languages and frameworks.
5. Demonstrate effective communication and technical support skills in Filipino and English.
COURSE OUTCOMES MAPPED TO PROGRAM OUTCOMES
PROGRAM OUTCOMES
At the end of the semester the students can:
1 2 3 4 5 6 7 8
1. Understand the architecture of multimedia
systems with a focus on 3D animation.
COURSE OUTCOMES
2. Create 3D models and animations using industry-
standard tools
3. Integrate 3D animations into multimedia
projects, including games and VR/AR
applications.
4. Apply rendering techniques to enhance the visual
quality of 3D animations
5. Manage and optimize 3D assets for real-time
applications.
COURSE CODE ITPC 211
COURSE TITLE MULTIMEDIA SYSTEMS
This course provides an in-depth understanding of multimedia systems, covering the fundamental concepts, tools, and techniques used to create, manage, and
COURSE
distribute multimedia content. Topics include multimedia data formats, compression techniques, multimedia networking, authoring tools, and the integration of
DESCRIPTION
multimedia into various applications.
CONTACT
5HOURS/WEEK
HOURS/WEEK
PREREQUISITES
COURSE OUTLINE AND TIME FRAME
WEEK/ NOMINAL DURATION COURSE CONTENT/ SUBJECT MATTER
Week 1 (1hrs.) ZPPSU VMGO
Week 1-7 (34hrs.) 1. Introduction to Multimedia Systems and 3D Animation
Overview of multimedia systems and their components
History and applications of 3D animation in multimedia
Introduction to 3D animation workflow
Text, image, audio, video, and 3D data formats
Basics of 3D data representation (vertices, edges, faces)
2. Animation Principles and Techniques
Keyframe animation and rigging
Physics-based animation (e.g., particle systems, cloth simulation)
Week 7-13(30hrs.) Character animation basics
Week 13 (5 hrs.) Midterm Examination
Week 14-18 (15hrs.) 3. Multimedia Compression and Optimization
Compression techniques for 3D assets (textures, models)
Optimizing 3D animations for real-time applications
Balancing quality and performance in 3D content
Week 18 (5hrs.) Final Examination
UNIT OF CONTENT/ TOPIC LEARNING OUTCOMES (LO) METHODOLOGY/ ASSESSMENT TIME FRAME REFERENCE/
COMPETENCY TEACHING-LEARNING RESOURCE MATERIALS
ACTIVITIES
Enumerate ways on how students
can contribute to the realization of 1 hr. College Manual
the school’s VMGO
1. Develop 3D a. Overview of LO 1.1 Develop detailed 3D Lecture with visuals *Oral recitation
Models for multimedia models using industry- Class discussions
Multimedia systems and their standard tools, applying
Applications components techniques for texturing,
b. History and shading, and optimizing
applications of 3D models for performance.
animation in Laptop/PC/Smart
multimedia phones/Tablet
c. Introduction to 3D Learning
animation 34 hrs. Management System
workflow (Google Meet &
d. Text, image, Google Class,)
audio, video, and Blender
3D data formats
e. Basics of 3D data
representation
(vertices, edges,
faces)
2. Animation f. Keyframe LO2.1 Apply advanced Lecture with *Oral recitation 30 hrs. Laptop/PC/Smart
Principles and animation and rendering techniques, visuals phones/Tablet
Techniques rigging including lighting, camera Class
g. Physics-based setup, and rendering passes, discussions Learning
animation (e.g., to produce visually appealing Management System
particle systems, 3D scenes for multimedia (Google Meet &
cloth simulation) projects. Google Class,)
h. Character Blender
animation basics
Midterm Examination 5 hrs.
3. Render 3D i. Compression LO 3.1 Seamlessly Lecture with visuals *Oral recitation
Scenes for techniques for 3D incorporate 3D Class discussions
Multimedia assets (textures, animations into
Laptop/PC/Smart
Projects models) multimedia platforms,
phones/Tablet
j. Optimizing 3D ensuring synchronization
Learning
animations for real- with other media
20 hrs. Management System
time applications elements and optimizing
(Google Meet &
k. Balancing quality and for various delivery
Google Class,)
performance in 3D environments.
Blender
content
Final Examination 90
STUDENTS’ ASSESSMENT:
Quiz, Activity Worksheet, Group Output
COURSE REQUIREMENTS:
1. TESDA-approved Training Manual for 3D Animation NC III
2. Online Tutorials and References (e.g., Bloopanimation, Udemy)
3. Instructor-provided materials (e.g., lecture slides, hands-on exercises)
GRADING SYSTEM:
A. Class Standing (70%) B. Term Exams (30%)
Quizzes 20%
Activity 5%
Assignments 5%
Projects 20%
Performance 20%
CLASSROOM POLICIES:
1. Attire: Students must attend classes in university’s prescribed uniform of the day.
2. Attendance: Regular class attendance is expected.
3. Grading: Grades will be based on a weighted average of all assessments. Specific weightings will be provided separately.
4. Academic Integrity: Plagiarism and cheating will not be tolerated.
5. Late Submission: Late submissions will be penalized unless there's a valid excuse.