Kode Mata KuliahIF3250 / 4 SKS
Penyelenggara135 - Teknik Informatika / STEI
KategoriKuliah
Bahasa IndonesiaEnglish
Nama Mata KuliahProyek Perangkat LunakSoftware Project
Bahan Kajian
  1. SE-SEF-2. Software Construction
  2. SE-SEF-3. Software Evolution
  3. SE-SEF-6. Construction technologies
  4. SE-SEF-7. Construction tools
  5. SE-REQ-2. Eliciting requirements
  6. SE-REQ-3. Requirements specification and documentation
  7. SE-REQ-4. Requirements validation
  8. SE-DES-2. Design strategies
  9. SE-DES-3. Architectural design
  10. SE-VAV-2. Reviews and static analysis
  11. SE-VAV-3. Testing
  12. SE-VAV-4. Problem analysis and reporting
  13. SE-PRO-2. Process implementation
  14. SE-PRO-3. Project planning and tracking
  15. SE-PRO-4. Software configuration management
  16. SE-PRO-5. Evolution processes and activities
  17. SE-QUA-2. Process assurance
  18. SE-QUA-3. Product assurance
  19. CS-SP-12. Communications skills (specific to SE)
  1. SE-SEF-2. Software Construction
  2. SE-SEF-3. Software Evolution
  3. SE-SEF-6. Construction technologies
  4. SE-SEF-7. Construction tools
  5. SE-REQ-2. Eliciting requirements
  6. SE-REQ-3. Requirements specification and documentation
  7. SE-REQ-4. Requirements validation
  8. SE-DES-2. Design strategies
  9. SE-DES-3. Architectural design
  10. SE-VAV-2. Reviews and static analysis
  11. SE-VAV-3. Testing
  12. SE-VAV-4. Problem analysis and reporting
  13. SE-PRO-2. Process implementation
  14. SE-PRO-3. Project planning and tracking
  15. SE-PRO-4. Software configuration management
  16. SE-PRO-5. Evolution processes and activities
  17. SE-QUA-2. Process assurance
  18. SE-QUA-3. Product assurance
  19. CS-SP-12. Communications skills (specific to SE)
Capaian Pembelajaran Mata Kuliah (CPMK)
  1. CPMK 1. Menganalisis dan merancang perangkat lunak pada kasus riil sesuai dengan best practices dan mempertimbangkan aspek etika, profesional, dan hukum
  2. CPMK 2. Membangun perangkat lunak pada kasus riil dengan menerapkan best practices dan memperhatikan domain permasalahan dan kebutuhan pengguna
  3. CPMK 3. Mengevaluasi perangkat lunak dalam memenuhi kebutuhan pengguna
  4. CPMK4. Menggunakan alat bantu, framework, platform, data teknologi yang tepat pada proyek perangkat lunak
  5. CPMK 5. Mengorganisasi proyek pengembangan perangkat lunak sehingga selesai dengan kemampuan tim dan waktu-sumber daya yang tersedia
  6. CPMK 6. Mengkomunikasikan artifak pengembangan perangkat lunak ke sejumlah pihal terkait
  1. Analyze and design software in real cases according to best practices while considering ethical, professional, and legal aspects
  2. Build software in real cases by applying best practices and considering problem domains and user needs
  3. Evaluate software in meeting user needs
  4. Use appropriate tools, frameworks, platforms, and technology data in software projects.
  5. Organize software development projects to be completed with team capabilities and available time-resources
  6. Communicate software development artifacts to relevant parties.
Metode PembelajaranKuliah, Presentasi, Diskusi, Case study, Problem-based Learning, Studi literatur, Kerja kelompok, Project-based Learning (PBL), TutorialLectures, Presentations, Discussions, Case Studies, Problem-Based Learning, Literature Review, Group Work, Project-Based Learning (PBL), Tutorials
Modalitas PembelajaranDaring/Luring Sinkron/Asinkron Mandiri/KelompokOffline (Luring); Synchronous; Independent/Group
Jenis NilaiABCDE
Metode PenilaianUTS, UAS, Kuis, TugasMid-term exams, final exams, quizzes, assignments
Catatan Tambahan