Bachelor of Information Technology

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Bachelor of Information Technology

The Information Technology Study Program is one of the bachelor study programs at the Faculty of Computer Science, the University of Amikom Yogyakarta. This major focuses on 2D and 3D animations and game technology.

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OVERVIEW

The university of Amikom Yogyakarta transformed from STIMIK AMIKOM Yogyakarta on January 20, 2017, through the Decree of the General Director of Higher Education (DIKTI) of the Ministry of Research, Technology and Higher Education Number: 99/KPT/I/2017. This replacement followed by the establishment of 3 faculties, which are The Faculty of Computer Science, The Faculty of Science and Technology and the Faculty of Economics and Social Affairs. The Faculty of Computer Science manages 6 of the following study programs: 

  1. Management of Informatics (vocational degree)
  2. Informatics Engineering (vocational degree)
  3. Bachelor of Information Systems
  4. Bachelor of Informatics
  5. Bachelor of Information Technology
  6. Bachelor of Computer Engineering

CURRICULUM

The Information Technology Study Program has been running for 2 years of learning and teaching process. The current curriculum was prepared at the beginning of establishment, before the student admission process in 2017/2018. This curriculum is arranged to provide unique and specific competencies as study program characters, such as game programming and animation. The curriculum development process involves internal and external stakeholders, which is presented in the following table:

 

PREPARE THE INITIAL CURRICULUM DRAFT
Brainstorm regarding the university’s vision, mission, and values that should be included in the curriculum of the study program. Chancellor and Vice-Chancellor

Brainstorm regarding faculty vision and mission, as well as determine main competencies of the faculty of computer science that must be

available in every study program, including Information Technology.

Dean and Vice-Dean of the Faculty of Computer Science
Determine the graduate competencies and skills that must be achieved. The Head of Study Program and curriculum team
Arrange learning outcomes and course mapping, including the number of credits. The Head of Study Program and curriculum team
Finalization of the curriculum draft The Head of Study Program
DISCUSSION WITH EXTERNAL STAKEHOLDERS
Discussion with the potential graduate users from animation and game company developer. The Head of Study Program, animation company team,   game developer company team

Arrange the KKNI-based curriculum scheme with

KKNI curriculum preparation and consultation training.

Development consultant of

KKNI curriculum

Curriculum reviews from animation and game experts. Animation and game experts
CURRICULUM CONSENT
The study program revises the curriculum considering the input from external stakeholders. The Head of Study Program and curriculum team
The faculty conducts verification and approve the curriculum. Dean and Vice-Dean of the Faculty of Computer Science
The Chancellor certifies the curriculum, and the curriculum allows to use in Information Technology Study Program. Chancellor

 

 

The curriculum will be updated once in five years. The process includes adjusting input from future graduate users and information technology trends in the external environment. The course syllabus creates at the beginning of each semester. If course content needs to be updated, the lecturer can update the RPS document and syllabus.

Vission

The vision is to become a world-class Information Technology Study Program that excellence in entrepreneurship-based information and communication technology in 2030.

Mission

  1. Excellence in Information Technology education.
  2. Excellence in Information Technology-based research.
  3. Excellence in the Information Technology-based community service.
  4. Excellence in Information Technology services.

Objective

  1. Produce high-quality Information Technology Graduates through exceptional education in Information Technology.
  2. Produce advance research in Information Technology.
  3. Generate excellent community service in Information Technology.
  4. Generate high-quality services to the academic community in the Information Technology Study Program.

OCCUPATIONAL AREAS OF THE BACHELOR OF INFORMATION TECHNOLOGY ARE AS FOLLOWS:

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Creative Media Entrepreneur

The graduates are expected to become qualified entrepreneurs in information technology.

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Game Developer

The graduates are expected to master several techniques, such as game development, design, development, and generating ideas. Thus, based on original creativity, through concept creation, digital drawing, environment modeling and game implementation engine. The graduates are supposed to be proficient in game industry software such as Maya and Unity and work as a team to produce challenging and interactive games.

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Animator

The graduates are expected to be proficient in the latest animation film techniques (2D and 3D), motion graphics, special effects, and interactive media. Moreover, they are supposed to use the advanced animation film industry software (MAYA, TOONBOOM, Adobe Illustrator, After Effects,

etc.). In supporting the students, the university provides advanced Labs for animation production in Windows and Mac platforms.