| Kode Mata Kuliah | IF3250 / 4 SKS |
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| Penyelenggara | 135 - Teknik Informatika / STEI |
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| Kategori | Kuliah |
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| Bahasa Indonesia | English |
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| Nama Mata Kuliah | Proyek Perangkat Lunak | Software Project |
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| Bahan Kajian | - SE-SEF-2. Software Construction
- SE-SEF-3. Software Evolution
- SE-SEF-6. Construction technologies
- SE-SEF-7. Construction tools
- SE-REQ-2. Eliciting requirements
- SE-REQ-3. Requirements specification and documentation
- SE-REQ-4. Requirements validation
- SE-DES-2. Design strategies
- SE-DES-3. Architectural design
- SE-VAV-2. Reviews and static analysis
- SE-VAV-3. Testing
- SE-VAV-4. Problem analysis and reporting
- SE-PRO-2. Process implementation
- SE-PRO-3. Project planning and tracking
- SE-PRO-4. Software configuration management
- SE-PRO-5. Evolution processes and activities
- SE-QUA-2. Process assurance
- SE-QUA-3. Product assurance
- CS-SP-12. Communications skills (specific to SE)
| - SE-SEF-2. Software Construction
- SE-SEF-3. Software Evolution
- SE-SEF-6. Construction technologies
- SE-SEF-7. Construction tools
- SE-REQ-2. Eliciting requirements
- SE-REQ-3. Requirements specification and documentation
- SE-REQ-4. Requirements validation
- SE-DES-2. Design strategies
- SE-DES-3. Architectural design
- SE-VAV-2. Reviews and static analysis
- SE-VAV-3. Testing
- SE-VAV-4. Problem analysis and reporting
- SE-PRO-2. Process implementation
- SE-PRO-3. Project planning and tracking
- SE-PRO-4. Software configuration management
- SE-PRO-5. Evolution processes and activities
- SE-QUA-2. Process assurance
- SE-QUA-3. Product assurance
- CS-SP-12. Communications skills (specific to SE)
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| Capaian Pembelajaran Mata Kuliah (CPMK) | - CPMK 1. Menganalisis dan merancang perangkat lunak pada kasus riil sesuai dengan best practices dan mempertimbangkan aspek etika, profesional, dan hukum
- CPMK 2. Membangun perangkat lunak pada kasus riil dengan menerapkan best practices dan memperhatikan domain permasalahan dan kebutuhan pengguna
- CPMK 3. Mengevaluasi perangkat lunak dalam memenuhi kebutuhan pengguna
- CPMK4. Menggunakan alat bantu, framework, platform, data teknologi yang tepat pada proyek perangkat lunak
- CPMK 5. Mengorganisasi proyek pengembangan perangkat lunak sehingga selesai dengan kemampuan tim dan waktu-sumber daya yang tersedia
- CPMK 6. Mengkomunikasikan artifak pengembangan perangkat lunak ke sejumlah
pihal terkait
| - Analyze and design software in real cases according to best practices while considering ethical, professional, and legal aspects
- Build software in real cases by applying best practices and considering problem domains and user needs
- Evaluate software in meeting user needs
- Use appropriate tools, frameworks, platforms, and technology data in software projects.
- Organize software development projects to be completed with team capabilities and available time-resources
- Communicate software development artifacts to relevant parties.
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| Metode Pembelajaran | Kuliah, Presentasi, Diskusi, Case study, Problem-based Learning, Studi literatur, Kerja kelompok, Project-based Learning (PBL), Tutorial | Lectures, Presentations, Discussions, Case Studies, Problem-Based Learning, Literature Review, Group Work, Project-Based Learning (PBL), Tutorials |
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| Modalitas Pembelajaran | Daring/Luring
Sinkron/Asinkron
Mandiri/Kelompok | Offline (Luring); Synchronous; Independent/Group |
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| Jenis Nilai | ABCDE |
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| Metode Penilaian | UTS, UAS, Kuis, Tugas | Mid-term exams, final exams, quizzes, assignments |
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| Catatan Tambahan | | |
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