BCO601 - PYTHON PROGRAMMING

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
PYTHON PROGRAMMING BCO601 Any Semester/Year 3 0 3 6
Prequisitesnone
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Drill and Practice
Project Design/Management
Other: Lab assignments, Homework  
Instructor (s)Asist. Prof. Dr. Serdar Arıtan 
Course objectiveThis course provides an introduction to programing design and to the programming language Python.  
Learning outcomes
  1. After the course, the students will be able to develop their own programs in Python, based on a simple problem description. The students will in particular be trained in using the computer to solve problems from calculus and visualize the solutions. This experience will put the students in a good position to use the computer to solve exercises in other courses. The students will get an introduction to object-oriented programming in Python
Course ContentBasic concepts of computer programming and Python programming. Problem formalization and developing algorithms. Data types and variable definitions. Basic control structures. Conditional and looping structures. Functions. Classes and Objects. Files and Directories. Building a Module. Applications 
References? Mark Summerfield; Programming in Python 3 : a complete introduction to the Python language, Second Edition, Addison Wesley, 2010, ISBN: 978-0-321-68056-3
? Mark Lutz; Programming Python, Fourth Edition, O?Reilly,2010, ISBN: 978-0-596-15810-1
? Tim Hall and J_P Stacey; Python 3 for absolute Beginners; Apress, 2009, ISBN-13: 978-4302-1632-2
 

Course outline weekly

WeeksTopics
Week 1Course Introduction, Introduction to scripting
Week 2An Introduction to Python, Numbers and operators
Week 3Testing Python Scripts, Variables and Data types
Week 4Decisions and Loops
Week 5Functions
Week 6Midterm
Week 7Objects and Classes
Week 8Modules
Week 9Exceptions
Week 10File Access
Week 11Text processing and Regular Expressions
Week 12Accessing Databases
Week 13Network Programming, Web applications
Week 14Graphics programming with python
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance145
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments220
Presentation00
Project120
Seminar00
Midterms125
Final exam130
Total100
Percentage of semester activities contributing grade succes070
Percentage of final exam contributing grade succes030
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 14 2 28
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14342
Presentation / Seminar Preparation236
Project11010
Homework assignment000
Midterms (Study duration)11010
Final Exam (Study duration) 11212
Total Workload4743150

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies. X   
2. Understands the interdisciplinary interactions associated with the field.X    
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies.X    
4. Students can effectively establish connections with a specific user baseX    
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters.X    
6. Students have the ability to effectively participate in a team created to achieve a common goal. X   
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements.  X  
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions. X   
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline.  X  
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline.X    

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest