Our Courses
Schedule
Morning
Afternoon
Evening
ADVANCED REACT NATIVE
Course SynopsisReact Native, a JavaScript framework, facilitates the creation of native mobile apps through integration with the React framework, featuring an array of pre-existing components and APIs. This course caters to JavaScript and React developers aiming to acquire mobile development expertise. By enrolling, participants enhance their familiarity with React, JavaScript, and grasp functional programming concepts, positioning themselves for entry into the mobile domain. Given the evolving landscape of JavaScript, the course adopts EC6 syntax to align with contemporary practices. Required TextbooksMateusz Greiukiewicz, “Hands-On Design Patterns with React Native”, Packt.Dan Ward, “React Native Cookbook”, Packt.Akshat Paul and Abhishek Nalwaya. “React Native for Mobile Development”, Apress. Completion CriteriaAfter fulfilling all of the following criteria, the student will be deemed to have finished the Module:Has attended 90% of all classes held.Has received an average grade of 80% on all assignments.Has received an average of 60% in assessments.The tutor believes the student has grasped all of the concepts and is ready to go on to the second module. PrerequisitesBasic knowledge about programming, bits/bytes, procedures, classes, computer architecture, etc. If you just have theoretical knowledge that is perfectly okay but you should have strong convictions on what programming is, and what you hope to achieve from this class.Willing and eager to spend at least 10-20 hours (varying from student-to-student) per week outside of the training class to self-study and practice.If you are only interested in theory and have no interest/patience in spending at least 10 hours every week throughout the duration of the course, then this course might not be for you.If you have absolutely no idea about programming or do not see yourself doing programming in the next six -odd months, then this class may not be for you.
Schedule
Morning
Afternoon
Evening
ANDROID PROGRAMMING
Course SynopsisAndroid 1 course is aimed at beginners looking to grasp meaningful coding and reading skills in Android development. It focuses on translating problem descriptions into Android applications or libraries. This fundamental course is essential for those without prior programming experience, aspiring to become professional Android engineers. Android - Level 2 course is designed for students with prior basic programming knowledge in languages like Java, Obj-C, PHP, C, C++, etc., who want to transition to Android development. It's suitable for high school and university students, existing VB.NET developers shifting to Android, media industry professionals, and freelance PHP developers seeking to enhance their skills in Android. Required Textbooks Dawn Griffiths and David Griffiths, “Head First Android Development”, O’Reilly.Barry Burd, “Java Development for Android Developers for Dummies”, Wiley. Completion CriteriaAfter fulfilling all of the following criteria, the student will be deemed to have finished the Module: Has attended 90% of all classes held.Has received an average grade of 80% on all assignments.Has received an average of 60% in assessments.The tutor believes the student has grasped all of the concepts and is ready to go on to the next module. PrerequisitesBasic knowledge of programming, bits/bytes, procedures, classes, computer architecture, etc. If you just have theoretical knowledge that is perfectly okay but you should have strong convictions on what programming is, and what you hope to achieve from this class.Willing and eager to spend at least 10-20 hours (varying from student-to-student) per week outside of the training class to read/write codes in ANDROID (self-study and practice).There is no prior educational level requirement for this course. Anyone from 10+2 student to someone who is doing her PHD in Genetic Engineering is welcome to take this course.If you are only interested in theory and have no interest/patience in spending at least 10 hours every week throughout the duration of the course, then this course might not be for you.If you have absolutely no idea about programming or do not see yourself doing programming in the next six -odd months, then this class may not be for you.
Schedule
Morning
Afternoon
Evening
DIPLOMA IN MOBILE PROGRAMMING
Course SynopsisThe Diploma in Mobile Programming is a comprehensive program designed to equip students with the knowledge and skills necessary to develop mobile applications for various platforms such as iOS and Android. Through a combination of theoretical and practical coursework, students will learn programming languages, app development frameworks, user interface design, and mobile app testing. Upon completion, graduates will be prepared for careers in mobile app development or further studies in the field. Required Textbooks"Mobile App Development with Android" by Meike Jane Haverkorn, Paperback, 1st Edition.“iOS Programming: The Big Nerd Ranch Guide" by Christian Keur and Aaron Hillegass, Paperback, 7th Edition. Completion CriteriaAfter fulfilling all of the following criteria, the student will be deemed to have finished the Module:Has attended 90% of all classes held.Has received an average grade of 80% on all assignments.Has received an average of 60% in assessments.The tutor believes the student has grasped all of the concepts. PrerequisitesFundamental understanding of programming, bits/bytes, procedures, classes, and computer architecture. It's absolutely acceptable if you only have a theoretical understanding of programming, but you should be certain about what programming is and what you intend to gain from this session.If you are only interested in theory and have no interest/patience in spending at least 10 hours every week throughout the duration of the course, then this course might not be for you.If you have absolutely no idea about programming or do not see yourself doing programming in the next six-odd months, then this class may not be for you.
Schedule
Morning
Afternoon
Evening
FLUTTER APPLICATION DEVELOPMENT
Course SynopsisFlutter is Google’s UI toolkit for building beautiful, natively compiled applications for mobile, web, and desktop from a single codebase. The goal is to enable developers to deliver high performance apps that feel natural on different platforms, embracing differences where they exist while sharing as much code as possible. It is Google’s mobile app SDK, complete with a framework, widgets, and tools, that gives developers an easy way to build and deploy visually attractive, fast mobile apps on both Android and iOS platforms. It enables a smooth and easy cross-platform mobile app Development. Required TextbooksRap Payne, “Beginning App Development with Flutter”, Apress.Marco L. Napoli, “Beginning Flutter: A Hands-on Guide to App Development”, Wiley. Completion CriteriaAfter fulfilling all of the following criteria, the student will be deemed to have finished the Module:Has attended 90% of all classes held.Has received an average grade of 80% on all assignments.Has received an average of 60% in assessments.The tutor believes the student has grasped all of the concepts and is ready to go on to the next module. PrerequisitesFundamental understanding of programming, bits/bytes, procedures, classes, and computer architecture. It's absolutely acceptable if you only have a theoretical understanding of programming, but you should be certain about what programming is and what you intend to gain from this session.If you are only interested in theory and have no interest/patience in spending at least 10 hours every week throughout the duration of the course, then this course might not be for you.If you have absolutely no idea about programming or do not see yourself doing programming in the next six -odd months, then this class may not be for you.
Schedule
Morning
Afternoon
Evening
Mobile Game Development
Course SynopsisIn this course, students will use Unity to learn the fundamentals of programming in the context of creating their own projects. During the course, they will create several prototypes along with the instructor, manage a larger personal project more independently, and complete challenges along the way to solidify and expand their new knowledge. In addition to these core technical competencies, students will learn how to manage a project from start to finish: coming up with a concept, creating a project plan, prioritizing tasks, and hitting milestones. By the end of the course, students will have the confidence that, given enough time and resources, they can create anything they want with Unity and C#. Completion CriteriaAfter fulfilling all of the following criteria, the student will be deemed to have finished the Module:Has attended 90% of all classes held.Has received an average grade of 80% on all assignments.Has received an average of 60% in assessments.The tutor believes the student has grasped all of the concepts and is ready to go on to the second module. PrerequisitesOS: Windows 7 SP1+, 8, 10, 64-bit versions only; Mac OS X 10.13+ GPU: Graphics card with DX10 (shader model 4.0) capabilities.