GEN1000 Perspectives on General Education / Subject to discretion of Module Coordinator
This module is not available to BA-AHCC and BMSIM
This module introduces the fundamental concepts of a computer to students. The module allows students to understand the history, development and impact of computer and programming in human civilization. The module also equips students with logical and programming mind set to deal with real-life problems. Students also learn how to identify innovations in new technologies and evaluate their impacts to the society. This is a beginner module for students without prior computing or programming background.
Upon completion of this module, students should be able to:
a. Identify information technology in daily life
b. Explain the fundamental concepts and the history and development of computers
c. Explain the logic and programming, and its relationship to scientific mind set and methodology
d. Apply logic and programming mind set and methodology in dealing daily-life challenges
e. Evaluate social impacts of innovations in new technologies
1. The age of information technology
1.1 Computers around you, e.g., phone, watch, fridge, rice cooker, etc.
1.2 History of computer: analog vs digital
1.3 Evolution of computer
1.4 How digitization is done on your photo, sound and text etc.
1.5 What is encoding and why it matters
2. Science inside computer – How a computer thinks?
2.1 Logic and logical thinking
2.2 Methodology: how to evaluate logic in a computer
2.3 Applications in computer using logic
3. Programming as a scientific mind set and methodology
3.1 What is instruction and software
3.2 History and evolution of programming languages
3.3 How to solve a problem using programming mind set
3.4 Experiencing programming using online tool, e.g., App Inventor
4. Technological case studies, e.g., Siri, Google Map, Social network
4.1 Understand the technology from the view of computing/programming
4.2 Technological challenges and key innovations
4.3 Differentiate true innovation from marketing hypes
4.4 Impact to the society
1. Individual in-class exercises (25%)
2. Test (25%)
3. Project
• Group presentation (20%)
• Individual report (30%)
1. White, R., & Downs, T. E. (2014). How Computers Work: The Evolution of Technology 10th ed. Indianapolis, IN: QUE.
2. Feynman, R. P. & Hey, A. (2000). Feynman Lectures On Computation Revised ed. Edition. Boulder, CO: Westview Press.
3. Logic Gate Simulator (https://academo.org/demos/logic-gate-simulator/).
4. MIT App Inventor (http://appinventor.mit.edu/explore/).
5. Lightbot – An hour of code (https://lightbot.com/hocflash.html).
6. Minecraft – An hour of code (https://code.org/mc).
7. App Inventor Online Tutorials (http://www.appinventor.org/content/CourseInABox/Intro/courseinabox).