Programming Java NC III CG
Programming Java NC III CG
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
Number of
Specialization Pre-requisite
Hours
1. Animation (NC II) 320 hours
2. Broadband Installation (Fixed Wireless Systems) (NC II) 160 hours Computer Systems Servicing (NC II)
3. Computer Programming (.Net Technology) (NC III) 320 hours
updated based on TESDA Training Regulations published December 28, 2013
4. Computer Programming (Java) (NC III) 320 hours
updated based on TESDA Training Regulations published December 28, 2013
5. Computer Programming (Oracle Database) (NC III) 320 hours
updated based on TESDA Training Regulations published December 28, 2013
6. Computer Systems Servicing (NC II) 640 hours
updated based on TESDA Training Regulations published December 28, 2007
7. Contact Center Services (NC II) 320 hours
8. Illustration (NC II) 320 hours
9. Medical Transcription (NC II) 320 hours
10. Technical Drafting (NC II) 320 hours
11. Telecom OSP and Subscriber Line Installation
320 hours Computer Systems Servicing (NC II)
(Copper Cable/POTS and DSL) (NC II)
12. Telecom OSP Installation (Fiber Optic Cable) (NC II) 160 hours Computer Systems Servicing (NC II)
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 1 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
Course Description:
This is a specialization course that leads to a Programming (Java) National Certificate Level III (NC III). It discusses six (6) basic competencies, two (2) common competencies,
and two (2) core competencies that a Grade 11 Technical-Vocational Education (TVE) student ought to possess.
The basic competencies are for learners to 1) lead workplace communication, 2) lead small teams, 3) develop and practice negotiation skills, 4) solve problems related
to work activities, 5) use mathematical concepts and techniques, and 6) use relevant technologies. The common competencies are for learners to 1) apply quality standards
and 2) perform computer operations. The core competencies are for learners to: 1) perform object-oriented analysis and design in Java technology, and 2) create and fine-
tune Java technology applications using object-oriented programming concept.
Introduction The learners demonstrate The learners shall be able to The learners…
1. Relevance of the course an understanding of key independently create/ provide 1. Discuss the relevance of the course
2. Concepts and core competencies concepts, underlying quality and marketable product 2. Explain key concepts of common
in Programming (Java) principles, and core and/ or service in Programming competencies
competencies in (Java), as prescribed by TESDA 3. Explain core competencies of
Programming (Java) Training Regulations Programming (Java)
BASIC COMPETENCIES
LESSON 1: LEAD WORKPLACE COMMUNICATION (LWC)
Organization requirements for The learners demonstrate The learners independently LO 1. Communicate information about TLE_ICTJAVA1
written and electronic an understanding of the lead in the dissemination workplace processes 1-12LWC-Ia-1
communication methods principles and concepts in and discussion of ideas, 1.1 Select appropriate communication method
Effective verbal communication leading in the dissemination information, and issues in 1.2 Communicate multiple operations involving
methods and discussion of ideas, the workplace based on several topic areas accordingly
Organizing information information, and issues in TESDA Training Regulations 1.3 Use questions to gain extra information
Understanding and conveying the workplace 1.4 Identify correct sources of information
intended meaning 1.5 Select and organize information correctly
Participation in various workplace 1.6 Undertake verbal and written reporting
discussions when required
Complying with organization 1.7 Maintain communication skills in all
requirements for the use of situations
written and electronic
communication methods
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 2 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Effective verbal communication LO 2. Lead workplace discussions TLE_ICTJAVA1
methods in the workplace 2.1 Seek responses to workplace issues 1-12LWC-Ia
Understanding and conveying 2.2 Respond immediately to workplace issues
intended meaning 2.3 Make constructive contributions to
Participation in various workplace workplace discussions on such issues as
discussions production, quality, and safety
Complying with organization 2.4 Communicate goals/objectives and action
requirements for the use of plan undertaken in the workplace
written and electronic
communication methods
Effective verbal communication LO 3. Identify and communicate issues TLE_ICTJAVA1
methods arising in the workplace 1-12LWC-Ia-3
Organizing information 3.1 Identify issues and problems as they arise
Understand and convey intended 3.2 Organize information regarding problems
meaning and issues coherently to ensure clear and
Participation in various workplace effective communication
discussions 3.3 Initiate dialogue with appropriate
Comply with organization personnel
requirements for the use of 3.4 Raise communication problems and issues
written and electronic as they arise
communication methods
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 3 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 4 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
assignments or tasks, which might impact
on client/customer needs and satisfaction
4.5 Monitor operations to ensure that
employer/client needs and requirements
are met
4.6 Provide follow-up communication on all
issues affecting the team
4.7 Complete all relevant documentation in
accordance with company procedures
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 5 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
LESSON 4: SOLVE PROBLEM RELATED TO WORK ACTIVITIES (PRW)
Competence includes a thorough The learners demonstrate The learners independently LO 1. Identify the problem TLE_ICTJAVA1
knowledge and understanding of an understanding of the solve problems in the 1.1 Identify variances from normal operating 1-12PRW-Ic-
the process, normal operating principles and concepts in workplace, including the parameters and product quality 10
parameters, and product quality solving problems in the application of problem- 1.2 Define extent, cause, and nature of the
to recognize nonstandard workplace, including the solving techniques, and problem through observation,
situations application of problem- determine and resolve the investigation, and analytical techniques
Competence to include the ability solving techniques, and in root cause of problems 1.3 State and specify problems clearly
to apply and explain, sufficient for determining and resolving based on TESDA Training
the identification of fundamental the root cause of problems Regulations
cause, determining the corrective
action and provision of
recommendations
- Relevant equipment and
operational processes
- Enterprise goals, targets and
measures
- Enterprise quality, OHS and
environmental requirement
- Principles of decision making
strategies and techniques
- Enterprise information systems
and data collation
- Industry codes and standards
Using range of formal problem-
solving techniques
Identifying and clarifying the
nature of the problem
Devising the best solution
Evaluating the solution
Implementing a developed plan to
rectify the problem
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 6 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Devising the best solution tools/ analytical techniques.
Evaluating the solution 2.2 Develop possible cause statements based
Implementing a developed plan on findings
to rectify the problem 2.3 Identify fundamental causes per results of
investigation conducted
Fundamental operation (addition, The learners demonstrate The learners independently LO 1. Identify mathematical tools and TLE_ICTJAVA1
subtraction, division, an understanding of the select, source, and apply techniques to solve problems 1-12MCT-Id-
multiplication) principles and concepts in appropriate and affordable 1.1 Identify problem areas based on the given 14
Measurement system selecting, sourcing, and technologies in the condition
Precision and accuracy applying appropriate and workplace based on TESDA 1.2 Select mathematical techniques based on
Basic measuring tools/devices affordable technologies in Training Regulations the given problem
the workplace
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 7 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
computations 2.2 Perform mathematical computations to the
Using calculator level of accuracy required for the problem
Using different measuring tools 2.3 Determine results of mathematical
computation and verify based on job
requirements
Awareness of technology and its The learners demonstrate The learners independently LO 1. Study/Select appropriate TLE_ICTJAVA1
functions an understanding of the apply mathematical concepts technologies 1-12URT-Ie-
Repair and maintenance principles in applying and techniques based on 1.1. Determine usage of different technologies 17
procedure mathematical concepts and TESDA Training Regulations based on job requirements
Operating instructions techniques 1.2. Select appropriate technology as per work
Applicable software specification
Communication techniques
Health and safety procedures
Company policy in relation to
relevant technology
Different management concepts
Technology adaptability
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 8 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
implementation
Basic communication skills
Software applications skills
Relevant technology application/ LO 3. Maintain/enhance relevant TLE_ICTJAVA1
implementation technology 1-12URT-Ie-
Basic communication skills 3.1 Perform maintenance of technology in 19
Software applications skills accordance with industry-standard opera-
Basic troubleshooting skills ting procedure, manufacturer’s operating
guidelines, and occupational health and
safety procedure to ensure operative ability
3.2 Update technology through continuing
education or training in accordance with
job requirement
3.3 Report immediately technology failure/
defect to the concerned person or section
for appropriate action.
COMMON COMPETENCIES
LESSON 7: APPLY QUALITY STANDARDS (AQS)
Relevant production processes, The learners demonstrate The learners independently LO 1. Assess quality of received materials TLE_ICTJAVA1
materials, and products an understanding of the apply quality standards 1.1 Obtain work instruction and carry out work 1-12-AQS-If-
Characteristics of materials, principles and concepts in based on TESDA Training in accordance with standard operating 20
software, and hardware used in applying quality standards Regulations procedures.
production processes 1.2 Check and receive materials against
Quality-checking procedures workplace standards and specifications
Workplace procedures 1.3 Identify and isolate faulty materials related
Safety and environmental aspects to work
of production processes 1.4 Record and/or report faults and identified
Fault identification and reporting causes to the supervisor concerned in
Quality improvement processes accordance with workplace procedures
Reading skills required to 1.5 Replace faulty materials in accordance with
interpret work instruction workplace procedures
Communication skills needed to
interpret and apply defined work
procedures
Carry out work in accordance with
OHS policies and procedures
Critical thinking
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 9 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 10 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
interpret and apply defined work
procedures
Carry out work in accordance with
OHS policies and procedures
Critical thinking
Solution providing and decision
making
Reading and comprehension skills The learners demonstrate The learners independently LO 1. Plan and prepare for tasks at hand TLE_ICTJAVA1
required to interpret work an understanding of the perform computer 1.1 Determine the requirements of tasks in 1-12PCO-Ii-23
instructions and to interpret basic principles and concepts in operations based on TESDA accordance with the required output
user manuals performing computer Training Regulations 1.2 Select appropriate hardware and software
OH and S principles and operations according to task assigned and required
responsibilities outcome
Main types of computers and 1.3 Plan task to ensure that OH and S
basic features of different guidelines and procedures followed
operating systems 1.4 Follow client-specific guidelines and
Main parts of a computer procedures
Storage devices and basic 1.5 Apply required data security guidelines in
categories of memory accordance with existing procedures
Relevant types of software
General security, privacy
legislation, and copyright
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 11 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 12 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Security measures LO 6. Maintain computer equipment TLE_ICTJAVA1
Anti-virus software/programs 6.1 Implement procedures for ensuring 1-12PCO-IIe-
File Management security of data, including regular back-ups 28
and virus checks, in accordance with
standard operating procedures
6.2 Implement basic file maintenance
procedures in line with standard operating
procedures
CORE COMPETENCIES
LESSON 9: PERFORMING OBJECT-ORIENTED ANALYSIS AND DESIGN (POAD)
Java technology and the Java The learners demonstrate The learners independently LO 1. Apply basics of Java language TLE_ICTJAVA1
programming language an understanding of the and effectively use object- 1.1 Demonstrate knowledge of Java 1-12POAD-IIf-
JAVA framework principles and concepts in oriented technologies and technology and Java programming i-29
Basic computer operation skills demonstrating knowledge the use of software 1.2 Create executable Java applications in
Importing JAVA packages of Java technology and modeling, as applied to a accordance with Java framework
JAVA data types Java programming software development 1.3 Import Java packages to make them
Uses of various Java language, and performing process, and present one accessible in the code
programming language constructs object-oriented analysis and practical & complete object- 1.4 Demonstrate working with Java Data types
to create several Java technology design oriented analysis and design in accordance with Java framework
applications (OOAD) roadmap based on 1.5 Demonstrate using Operators and Decision
- Define the scope of variables TESDA Training Regulations Constructs in accordance with Java
- Define the structure of a Java framework
class 1.6 Demonstrate creating and using Arrays in
- Differentiate between default accordance with Java framework
and user-defined constructors 1.7 Demonstrate using Loop Constructs in
Logic analysis accordance with Java framework
Uses of decision and looping
constructs and methods to dictate
program flow
Basic object oriented concepts LO 2. Work with inheritance and TLE_ICTJAVA1
such as inheritance, handling exceptions 1-12POAD-IIj-
polymorphism, encapsulation, 1.1 Implement inheritance in accordance with IIIa-c-30
and abstraction Java framework
Uses and manipulation of object 1.2 Develop code that demonstrates the use of
references to write simple error polymorphism in accordance with Java
handling code framework
- Differentiate among checked 1.3 Use Super to access objects and
exceptions, Runtime constructors in accordance with Java
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 13 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Exceptions, and Error framework
- Describe what exceptions are 1.4 Use abstract classes and interfaces in
used for in Java accordance with Java framework
- Invoke a method that throws 1.5 Determine how exceptions alter normal
an Exception program flow by creating a try-catch block
- Recognize common exception
classes and categories
Code writing and debugging skills
Fundamentals of Object Oriented LO 3. Examine object-oriented concepts TLE_ICTJAVA1
(OO) terminologies and terminology 1-12POAD-
Concepts of object oriented 3.1 Describe important object-oriented (OO) IIId-g-31
Understanding of basic object concepts in accordance with Java
oriented concepts such as framework
inheritance, encapsulation, and 3.2 Define fundamental OO terminology in
abstraction accordance with Java framework
Intermediate Java programming
and object-oriented (OO)
concepts in Java technology
programs
- Determine the effect upon
object references and primitive
values when they are passed
into methods that change the
values
- Differentiate between the type
of a reference and the type of
an object; determine when
casting is necessary
Object-Oriented Software LO 4. Explain modeling and the software TLE_ICTJAVA1
Development (OOSD) development process 1-12POAD-
Process of OOSD 4.1 Explain Object-Oriented Software IIIh-j-IVa-32
Benefits of modeling software Development (OOSD) process in
OOSD workflows and disciplines accordance with Java framework
4.2 Explain benefits of modeling software in
accordance with Java framework
4.3 Explain purpose, activities, and artifacts of
the following OOSD workflows (disciplines)
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 14 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Using CASE diagram LO 5. Create Use Case diagrams and Use TLE_ICTJAVA1
Developing CASE diagram for a Case scenarios 1-12POAD-
software system 5.1 Justify the need for a Use Case Diagram in IVb-e-33
Setting the goals of developed accordance with Java framework
CASE diagram 5.2 Develop Use Case Diagram for a software
Creating and using the CASE system based on the goals of the business
forms owner
Recognize and document use 5.3 Develop Use Case Diagrams based on the
case dependencies using UML goals of all the stakeholders
notation for extends, includes, 5.4 Create Use Case form describing a
and generalization summary of the scenarios in the main and
Describe how to manage the alternate flows
complexity of Use Case Diagrams
by creating UML packaged views;
identify and document scenarios
for a use case
Describe how to reference
included and extending use cases
Identify and document
nonfunctional requirements
(NFRs), business rules, risks, and
priorities for a use case
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 15 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Referencing included and framework
extending use cases
Identify and document
nonfunctional requirements
(NFRs), business rules, risks, and
priorities for a use case
Essential elements in an Activity
diagram
Providing Supplementary
Specification Document
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 16 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Principles of encapsulation and its 8.3 Create overloaded method in accordance
application with Java framework
8.4 Apply access modifiers in accordance with
Java framework
8.5 Apply encapsulation principles to a class in
accordance with Java framework
LESSON 10: CREATE AND FINE TUNE JAVA TECHNOLOGY APPLICATION USING OBJECT-ORIENTED PROGRAM CONCEPTS (CFJA)
Knowledge of Java I/O The learners demonstrate The learners independently LO 1. Apply basics of Java class design TLE_ICTJAVA1
Fundamentals an understanding of the perform applying core 1.1 Use access modifiers in accordance with 1-12CFJA-Ih-j-
- Read and write data from the core Application Application Programming Java framework IIa-37
console Programming Interfaces Interfaces (API) used to 1.2 Use instance of operator and casting in
- Use streams to read and write (API) used to design design object-oriented accordance with Java framework
files object-oriented applications with Java and, 1.3 Use virtual method invocation in
Knowledge Java File I/O (NIO.2) applications with Java and, how to write database accordance with Java framework
- Use the Path class to operate how to write database programs with JDBC based 1.4 Use override methods from the Object
on file and directory paths programs with JDBC on TESDA Training class to improve the functionality of class
- Use the Files class to check, Regulations 1.5 Use package and import statements in
delete, copy, or move a file or accordance with Java framework
directory
- Read and change file and
directory attributes
- Recursively access a directory
tree using the Directory
Stream and File Visit or
interfaces
- Find a class using the Path
Matcher class
- Watch a directory for changes
by using Watcher Service
Accessing modifiers of JAVA
frameworks
Use of operators and castings
Virtual method invocation and its
uses
Override methods from the Object
class and its uses
Package and import statements
and its uses
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 17 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
Using search, parse, and building LO 3. Apply string processing, exceptions, TLE_ICTJAVA1
strings and assertions 1-12CFJA-IIf-
Formatting string and using 3.1 Use search, parse, and build strings in i-39
throws statements accordance with Java framework
Using try statements with multi- 3.2 Use string formatting in accordance with
catch Java framework
Using Autoclose features with a 3.3 Use Throw and Throws statements in
try-with-resources accordance with Java framework
Creating customize exceptions 3.4 Use Try statement with multi-catch in
Testing invariants using assertion accordance with Java framework
3.5 Use Autoclose features with a try-with-
resources statement in accordance with
Java framework
3.6 Create custom exceptions in accordance
with Java framework
3.7 Test invariants by using assertions in
accordance with Java framework
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 18 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 19 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
CONTENT CONTENT STANDARD PERFORMANCE STANDARD LEARNING COMPETENCIES CODE
collection output with Java framework
6.5 Select correct Garbage Collector in
accordance with Java framework
6.6 Interpret Garbage Collection Output in
accordance with Java framework
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 20 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
RESOURCES
METHODOLOGY ASSESSMENT METHOD
TOOLS EQUIPMENT MATERIALS
Computer Software Network Computer with Learning materials/ guide School-based Observation in workplace
- IDE peripherals Practice materials Dual Training System Demonstration
- Libraries Server Handouts Apprenticeship
Printer Whiteboard
Oral questioning
Internet Access Reference books Industry Immersion
Application Servers LCD Projector and Screen
- Database Ergonomic computer tables
- Web and chairs
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 21 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
GLOSSARY
GENERAL
1. Certification - the process of verifying and validating the competencies of a person through assessment.
2. Certificate of - a certification issued to individuals who pass the assessment for a single unit or cluster of units of competency.
Competency (COC)
3. Common Competencies - the skills and knowledge needed by all people working in a particular industry.
4. Competency - the possession and application of knowledge, skills, and attitudes to perform work activities to the standard expected in the workplace.
5. Competency Assessment - the process of collecting evidence and making judgments on whether competency has been achieved.
6. Competency Standard - the industry-determined specification of competencies required for effective work performance.
(CS)
7. Context of Assessment - refers to the place where assessment is to be conducted or carried out.
8. Core Competencies - the specific skills and knowledge needed in a particular area of work, i.e., industry sector/occupation/job role.
9. Elective Competencies - the additional skills and knowledge required by the individual or enterprise for work.
10. Elements - the building blocks of a unit of competency; they describe in outcome terms the functions that a person must perform in the
workplace.
11. Evidence Guide - a component of the unit of competency that defines or identifies the evidence required to determine the competence of the individual.
It provides information on critical aspects of competency, underpinning knowledge, underpinning skills, resource implications,
assessment method, and context of assessment.
12. Level - refers to the category of skills and knowledge required to do a job.
13. Method of Assessment - refers to the ways of collecting evidence and when evidence should be collected.
14. National Certificate (NC) - a certification issued to individuals who achieve all the required units of competency for a national qualification defined under the
Training Regulations. NCs are aligned to specific levels within the PTQF.
15. Performance Criteria - evaluative statements that specify what is to be assessed and the required level of performance.
16. Qualification - a cluster of units of competencies that meets job roles and is significant in the workplace. It is also a certification awarded to a person
on successful completion of a course in recognition of having demonstrated competencies in an industry sector.
17. Range of Variables - describes the circumstances or context in which the work is to be performed.
18. Recognition of Prior - the acknowledgement of an individual’s skills, knowledge, and attitudes gained from life and work experiences outside registered
Learning (RPL) training programs.
19. Resource Implications - refers to the resources needed for the successful performance of the work activity described in the unit of competency. It includes
work environment and conditions, materials, tools, and equipment.
20. Basic Competencies - the skills and knowledge that everyone needs for work.
21. Training Regulations - refers to the document promulgated and issued by TESDA consisting of competency standards, national qualifications and training
(TR) guidelines for specific sectors/occupations. The TR serves as basis for establishment of qualification and certification under the PTQF.
It also serves as guide for development of competency-based curricula and instructional materials including registration of TVET
programs offered by TVET providers.
22. Underpinning - refers to the competency involved in applying knowledge to perform work activities. It includes specific knowledge that is essential to
Knowledge the performance of the competency.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 22 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
23. Underpinning Skills - refers to the list of the skills needed to achieve the elements and performance criteria in the unit of competency. It includes both
generic and industry-specific skills.
24. Unit of Competency - a component of the competency standards stating a specific key function or role in a particular job or occupation; it is the smallest
component of achievement that can be assessed and certified under the PTQF.
SECTOR SPECIFIC
25. ADO.NET - a set of computer software components that programmers can use to access data and data services. It is part of the base class library
included in the Microsoft .NET Framework. It is commonly used by programmers to access and modify data stored in relational
database systems, though it can also access data in nonrelational sources. ADO.NET is sometimes considered an evolution of ActiveX
Data Objects (ADO) technology, but was changed so extensively that it can be considered an entirely new product.
26. ASP.NET - a web application framework developed and marketed by Microsoft to allow programmers to build dynamic web sites, web applications
and web services. ASP.NET is built on the Common Language Runtime (CLR), allowing programmers to write ASP.NET code using any
supported .NET language.
27. Algorithm - a type of effective method in which a list of well-defined instructions for completing a task will, when given an initial state, proceed
through a well-defined series of successive states, eventually terminating in an end-state. The transition from one state to the next is
not necessarily deterministic; some algorithms, known as probabilistic algorithms, incorporate randomness.
28. Artificial intelligence - develops the logic the game uses to carry out a large number of actions. An AI programmer may program pathfinding, strategy, and
programmer enemy tactic systems. This is one of the most challenging aspects of game programming and its sophistication is developing rapidly.
29. Browser - a software package that provides the user interface for accessing Internet, intranet, and extranet Web sites.
30. COBOL - one of the oldest programming languages. Its name is an acronym for COmmon Business-Oriented Language, defining its primary
domain in business, finance, and administrative systems for companies and governments.
31. Compiler - a computer program (or set of programs) that transforms source code written in a programming language (the source language) into
another computer language (the target language, often having a binary form known as object code). The most common reason for
wanting to transform source code is to create an executable program.
32. Computer - a device that has the ability to accept data, internally store and execute a program of instructions, perform mathematical, logical, and
manipulative operations on data, and report the results.
33. Computer program - also a software program, or just a program, is a sequence of instructions written to perform a specified task for a computer. A
computer requires programs to function, typically executing the program's instructions in a central processor. The program has an
executable form that the computer can use directly to execute the instructions. The same program in its human-readable source code
form, from which executable programs are derived (e.g., compiled), enables a programmer to study and develop its algorithms.
34. Computer programming - the iterative process of writing or editing source code. Editing source code involves testing, analyzing, and refining, and sometimes
coordinating with other programmers on a jointly developed program. A person who practices this skill is referred to as a computer
programmer, software developer, or coder. The sometimes lengthy process of computer programming is usually referred to as
software development.
35. Computer Terminal - any input/output device connected by telecommunications links to a computer.
36. C language - an imperative (procedural) systems implementation language. It was designed to be compiled using a relatively straightforward
compiler, to provide low-level access to memory, to provide language constructs that map efficiently to machine instructions, and to
require minimal run-time support. C was therefore useful for many applications that had formerly been coded in assembly language.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 23 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
37. C++ language - a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language. It comprises a combination of both
high-level and low-level language features. Some of its application domains include systems software, application software, device
drivers, embedded software, high-performance server and client applications, and entertainment software such as video games.
38. Data - objective measurements of the attributes (characteristics) of entities such as people, places, things, and events.
39. Data access - typically refers to software and activities related to storing, retrieving, or acting on data housed in a database or other repository.
Historically, different methods and languages were required for every repository, including each different database, file system, etc.,
and many of these repositories stored their content in different and incompatible formats.
40. Decompiler - the name given to a computer program that performs the reverse operation to that of a compiler. That is, it translates a file containing
information at a relatively low level of abstraction (usually designed to be computer readable rather than human readable) into a form
having a higher level of abstraction (usually designed to be human readable).
41. Documentation - a collection of documents or information.
42. Edit - to modify the form or format of data.
43. End-user - anyone who uses an information system or the information it produces.
44. Ergonomics - the science and technology emphasizing the safety, comfort, and ease of use of human-operated machines. The goal of ergonomics is
to produce systems that are user-friendly, safe, comfortable, and easy to use.
45. HTML - HyperText Markup Language, the predominant markup language for Web pages. It is written in the form of HTML elements consisting
of "tags" surrounded by angle brackets within the Web page content. It is the building blocks of all basic websites.
46. Information - data placed in a meaningful and useful context for an end user.
47. Information and - refers to technologies associated with the transmission and exchange of data in the form of sound, text, visual images, signals, or any
Communication combination of those forms through the use of digital technology. It encompasses such services as telecommunications, posts,
Technology (ICT) multimedia, electronic commerce, broadcasting, and information technology.
48. Integrated development - a software application that provides comprehensive facilities to computer programmers for software development. An IDE normally
environment (IDE) consists of a source code editor, a compiler and/or interpreter, build automation tools, and (usually) a debugger. Typically, an IDE is
dedicated to a specific programming language, so as to provide a feature set which most closely matches the programming paradigms
of the language. However, some multiple-language IDEs are in use, such as Eclipse, ActiveState Komodo, recent versions of NetBeans,
and Microsoft Visual Studio.
49. Java - a general-purpose, concurrent, class-based, object-oriented language that is specifically designed to have as few implementation
dependencies as possible. It is intended to let application developers "write once, run anywhere". Java is currently one of the most
popular programming languages in use, and is widely used from application software to web applications
50. Java applications - typically compiled to bytecode (class file) that can run on any Java Virtual Machine (JVM) regardless of computer architecture.
51. Local Area Network - a communications network that typically connects computers, terminals, and other computerized devices within a limited physical area
(LAN) such as an office, building, manufacturing, plant and other worksites.
52. Microsoft .NET - a software framework that can be installed on computers running Microsoft Windows operating systems. It includes a large library of
Framework coded solutions to common programming problems and a common language infrastructure that manages the execution of programs
written specifically for the framework. The .NET Framework supports multiple programming languages in a manner that allows
language interoperability, whereby each language can utilize code written in other languages; in particular, the .NET library is available
to all the programming languages that .NET encompasses.
53. Microsoft SQL Server - a relational model database server produced by Microsoft. Its primary query languages are T-SQL and ANSI SQL.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 24 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
54. Object code - or an object file; the representation of code that a compiler or assembler generates by processing a source code file. Object files
contain compact code, often called "binaries". A linker is typically used to generate an executable or library by linking object files
together. The only essential element in an object file is machine code (code directly executed by a computer's CPU). Object files for
embedded systems might contain nothing but machine code. However, object files often also contain data for use by the code at
runtime, relocation information, program symbols (names of variables and functions) for linking and/or debugging purposes, and other
debugging information.
55. Oracle - the Oracle Database (commonly referred to as Oracle RDBMS or simply as Oracle) is an object-relational database management
system [2] produced and marketed by Oracle Corporation.
56. Oracle Forms - a software product for creating screens that interact with an Oracle database. It has a typical IDE including an object navigator,
property sheet, and code editor that uses PL/SQL. It was originally developed to run server-side in character mode terminal sessions.
It was ported to other platforms, including Windows, to function in a client–server environment. Later versions were ported to Java
where it runs in a Java EE container and can integrate with Java and Web services. The primary focus of Forms is to create data entry
systems that access an Oracle database.
57. Oracle Reports - a tool for developing reports against data stored in an Oracle database. Oracle Reports consists of Oracle Reports Developer (a
component of the Oracle Developer Suite) and Oracle Application Server Reports Services (a component of the Oracle Application
Server).
58. Outsourcing - turning over all or part of an organization’s information systems operation to outside contractors, known as systems integrators or
facilities management companies.
59. Programming language - an artificial language designed to express computations that can be performed by a machine, particularly a computer. Programming
languages can be used to create programs that control the behavior of a machine, to express algorithms precisely, or as a mode of
human communication.
60. Quality Assurance - methods for ensuring that information systems are free from errors and fraud and provide information products of high quality.
61. Relational database - a database management system (DBMS) that is based on the relational model as introduced by E. F. Codd. Most popular commercial
management system and open source databases currently in use are based on the relational database model. A short definition of an RDBMS may be a
(RDBMS) DBMS in which data is stored in the form of tables and the relationship among the data is also stored in the form of tables.
62. Service-oriented - a programming paradigm that uses "services" as the unit of computer work, to design and implement integrated business applications
programming (SOP) and mission-critical software programs. Services can represent steps of business processes and thus one of the main applications of
this paradigm is the cost-effective delivery of standalone or composite business applications that can “integrate from the inside-out.”
63. Software - computer programs and procedures concerned with the operation of an information system.
64. Source code - any collection of statements or declarations written in some human-readable computer programming language. Source code is the
means most often used by programmers to specify the actions to be performed by a computer.
65. SQL - often referred to as Structured Query Language; a database computer language designed for managing data in relational database
management systems (RDBMS), and originally based upon relational algebra. Its scope includes data insert, query, update and delete,
schema creation and modification, and data access control.
66. Standards - measures of performance developed to evaluate the progress of a system toward its objectives.
67. System - an assembly of methods, procedures, or techniques unified by regulated interaction to form an organized whole.
68. User- friendly - a characteristic of human-operated equipment and systems that makes them safe, comfortable, and easy to use.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 25 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
69. User interface - the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software (logical)
components. User interfaces exist for various systems, and provide a means of: 1) input, allowing the users to manipulate a system,
and/or 2) output, allowing the system to indicate the effects of the users' manipulation.
70. VB.NET - a redesigned, object-oriented dialect of Visual Basic.
71. Web application - an application that is accessed over a network such as the Internet or an intranet. The term may also mean a computer software
application that is hosted in a browser-controlled environment (e.g., a Java applet) or coded in a browser-supported language (such
as JavaScript, combined with a browser-rendered markup language like HTML) and reliant on a common Web browser to render the
application executable.
72. Windows Forms - the name given to the graphical application programming interface (API) included as a part of Microsoft's.NET Framework, providing
access to the native Microsoft Windows interface elements by wrapping the existing Windows API in managed code. While it is seen as
a replacement for the earlier and more complex C++ based Microsoft Foundation Class Library, it does not offer a paradigm
comparable to model–view–controller.
73. Windows Forms - an event-driven application supported by Microsoft's .NET Framework. Unlike a batch program, it spends most of its time simply
application waiting for the user to do something, such as fill in a text box or click a button.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 26 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
Sample: TLE_ICTJAVA11-12POAD-IIf-i-29
Technology-Livelihood Education and Technical-Vocational Track specializations may be taken between Grades 9 to 12.
Schools may offer specializations from the four strands as long as the minimum number of hours for each specialization is met.
Please refer to the sample Curriculum Map on the next page for the number of semesters per ICT specialization and those that have pre-requisites. Curriculum Maps may
be modified according to specializations offered by a school.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 27 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
SAMPLE ICT CURRICULUM MAP** (as of May 2016)
Grade 7/8 (EXPLORATORY) GRADES 9-12
Computer Programming (.Net Technology) (NC III)+ Contact Center Services (NC II)
updated based on TESDA Training Regulations released December 28, 2013
4 sems 4 sems
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 28 of 32
K to 12 BASIC EDUCATION CURRICULUM
JUNIOR HIGH SCHOOL TECHNICAL LIVELIHOOD EDUCATION AND SENIOR HIGH SCHOOL - TECHNICAL-VOCATIONAL-LIVELIHOOD TRACK
INFORMATION AND COMMUNICATIONS TECHNOLOGY–PROGRAMMING (JAVA) NC III
(320 hours)
Reference:
Technical Education and Skills Development Authority-Qualification Standards Office. Training Regulations for Programming (Java) NC III. Taguig City, Philippines: TESDA,
2013.
K to 12 ICT – Programming (Java) NC III Curriculum Guide May 2016 *LO-Learning Outcomes Page 29 of 32