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Home > Computer Science 1 - Summer 2006 RAPT Program > Syllabus
syllabus

Syllabus: RAPT Summer Program

Program Goals

The goal of the course is to introduce you to the basic elements of programming with games as an application area. We will use object-oriented technology as a means to an end to design solutions and actually implement them in software. Java is the language used; it is an object-oriented programming language that was designed for developing large systems from reusable components. Programming assignments are an integral part of the program and we hope you will enjoy problem solving through programming.

Texts

  • Ground-up Java by Philip Heller
    • This book is the required book for the program. It has a CD with a lot of nice tutorial programs and gives short and concise explanations of different programming concepts.
  • Harley Hahn's Student Guide to Unix, 2nd Edition by Harley Hahn
    • This is an optional book for the course. You’ll be learning basic Unix and some of you will be Ok with the faculty-written Beginner’s Guide (see below) as well as the Unix reference sheet, others of you may prefer a more in-depth look at the commands and an introduction to scripting in Unix. If you prefer having a book at hand for your learning, then this is a good book to get for basic Unix.

Grading Policy

You will not receive an official grade for this program, but grading is still very important as this program leads up to the placement exam when you come in the fall (assuming you have not already placed out of CS1 as an AP student). You will participate in individual quizzes, homework assignments, and on-line activities. Expect that for many of these activities you will get a grade and you should use that grade for improvement.

Please note that if you have questions about the grading of any homework assignment or quiz, you should bring it to the instructor’s attention in a timely manner.

Course Format

This course requires 2 hours of time on-line per week for synchronous learning activities and 2 hours for asynchronous learning activities. Examples of synchronous activities include guest speakers from the game development industry and on-line lectures. Examples of asynchronous activities include working with others on a homework assignment as well as showing demos of your program to the class.

In industry, you will spend most of your time working in a group and we want you to become comfortable with that environment. Additionally, there is a lot of documented educational research that indicates that people learn better when they cooperate and help each other with the material. You reinforce your own learning by explaining the material to someone else, and a peer may be better able to explain something to you than an instructor who is “coming at it” with a very different perspective and background than you

 If you are going to be away on vacation for a week or more during the summer, please let the course instructor know. It’s easier to work with you before you go away rather than to try and get you caught up in the course after you return.

Surveys

As this program is a pilot, you may occasionally be asked to fill out on-line surveys about specific portions of the material in order to help improve the program for the future. Tabulated results of these surveys will be made available to students and may appear in papers about the program. Such results will be cumulative in nature and will not use individually identifying information. Students will need to give permission for the instructor to include any individual comments.

Quizzes

There will be several quizzes during the quarter. The quiz instructions will let you know whether you are allowed to use notes or the book during the quiz. Even though you are at home and nobody can see you if the take a peak at the book, we ask that you don’t do this if you are asked not to for the quiz. Quizzes are for your own benefit, but also give feedback to the instructor of the class about what you do or do not understand. The instructor may choose to revisit topics that students are having problems with.

Academic Honesty

It is a shame that this must be stated at all, but there are always a few students who do not abide by the rules of proper academic conduct. For the record:

  • You may communicate with each other freely regarding how to do the homework assignments, as the purpose of them is to increase your understanding of the program materials.
  • However, this does not mean that someone else can do the assignment for you. Any assignment you submit must contain a significant intellectual contribution by you.
  • The corollary is that you may not do someone else's work for them either. A willing supplier of the material is as guilty of academic dishonesty as the receiver.
  • Any help you receive from someone must be acknowledged in the work submitted. Failure to acknowledge the source of a significant idea or approach is considered plagiarism.

Those who behave in a dishonest or unethical manner in computer science courses or programs, or in their dealings with the Computer Science Department, are subject to disciplinary action. In particular, dishonest or unethical behavior in the execution of assigned work in a computer science course/program will be treated as follows:

  1. For a first offense the student involved will be warned and will receive a grade of 0 for the assignment.
  2. For a second offense, the student will be removed from the program.

For more details on the academic policy for regular courses, refer to the DCS Policy on Academic Dishonesty. For most of you, such warnings are unnecessary. We have to mention this because otherwise some students would say, ``but you never said I couldn't just copy

Disclaimer

Every effort has been made to provide accurate information in this document. We reserve the right, however, to make changes to any facet of the course should circumstances warrant it. Any such changes will be announced.



Last Updated: June 6th, 2005
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