| Course Objectives: |
Developing problem solving skills using numerical methods and computer programs. It is the creation of the digital infrastructure required for writing. |
| Course Content: |
Basic Python usage, Scratch program usage, number systems, error analysis, basic analysis of algorithms (Flow diagrams, Kruskal, Greed algorithm, Euclidean, Magic Square, etc.), matrix operations, recursive functions, numerical derivative and integral, interpolation, data visualization
and graphing operations with matploit, data analysis with pandas, determining the roots of equations with numerical methods. finding (trapezoidal, beam, Newton-raphson), pigeonhole principle, data types, basic computer measurement numerical analysis of various games (xox, nim, saying zero loses, coin flip, win-win, postman, surviving slave), Nash theorem, graph theorem |
Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
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| Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1)
Defines the algorithm elements of the programming process.
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2) Error analysis explains the basic terminology of the field.
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3)
Explains data structures.
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4)
Explain the basic computer concepts.
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| Skills
(Describe as Cognitive and/or Practical Skills.)
|
1)
To have the ability to develop algorithms
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2) To have the ability to write programs in the Python language
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3)
To have knowledge about data structures and data analysis
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| Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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1) Applies the numerical methods acquired in code writing projects.
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| Week |
Subject |
Materials Sharing * |
|
Related Preparation |
Further Study |
| 1) |
Introduction of the Python program, Basic computer terms (data types), Computer measurement units, Number systems (2,8,16 number systems-ASCII codes) Analysis of the algorithms of Nurikabe, Sudoku and lights out game problems |
None
|
- |
| 2) |
Numerical Error Analysis, Error sources, Usage of small and large numbers in the same process, Types of Errors; Truncation error, Rounding error, Error Calculation Methods, Absolute error, Relative error, Approximation error |
None
|
- |
| 3) |
Basic Algorithm analysis- flow diagrams, Kruskal Greed algorithm, Magic square algorithm (for 3x3 and 4x4), Euclidean algorithm, Card sequencing algorithm, Sorting algorithms, Fast sorting, Bubble sorting, Hidden secrets of modern life documentary
|
None
|
- |
| 4) |
Matrix Operations, Matrix types (identity matrix, symmetric ...), Four operations in matrices, Determinant of matrices, Transposition of matrices, trace, Finding inverse matrix, Covariance matrix, Numerical operations on matrices with Python Numpy, Quiz-1 (5%)
|
None
|
- |
| 5) |
Recursive functions, Numerical derivative, Numerical integral, Interpolation |
None
|
- |
| 6) |
Data analysis with Python Pandas |
None
|
- |
| 7) |
Data visualization Quiz-2 with Python Matploit (5%) |
None
|
- |
| 8) |
Mid-term (%30) |
None
|
- |
| 9) |
Finding the roots of equations by numerical methods, Trapezoidal, Beam Method, Newton-Raphson, Pigeonhole principle and its applications
|
None
|
- |
| 10) |
Nash Theorem, Prisoner-prisoner dilemma (Game theory), John Nash documentary program
|
None
|
- |
| 11) |
Min-Max theorem (XOX), Concept of symmetry (round checkers), Postman question (girl's age), Algorithm to find the surviving slave with the king, Racehorse problem, Hanoi towers numerical analysis, Poker return matrix
|
None
|
- |
| 12) |
The theory of the table game and its application with Python,
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None
|
- |
| 13) |
Finding the money in the pocket game, 9 Billiard games, Dividing the clock into three zones game, 4 +4 numbers / 137 / numbers game Finding gold by digital measuring game, Maze game, Competitive-collaborative games,
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None
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- |
| 14) |
Graph theory (graph theorem), Three-door game (Monty Hall problem), X and Y game, Representation of Finite and Infinite games, Birthdays (statistical calculation), Fizz-buzz game with Python, Digital game design with Scratch program, Daisy Horoscope, Game factors, Fraudulent dice problem
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None
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- |
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
| 1) |
can define the concepts of computer science and design techniques required in Digital Game Design. |
2 |
| 2) |
can Interpret the historical and theoretical information about analog and digital games. |
1 |
| 3) |
The ability to think in three dimensions and apply this in a digital environment. |
|
| 4) |
Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme |
1 |
| 5) |
can analyzes the design elements in the game using the theoretical knowledge. |
2 |
| 6) |
can list drawing and animation techniques in the context of discipline. |
2 |
| 7) |
can uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
1 |
| 8) |
Ability to use animation knowledge for digital games designed to be offered on different platforms. |
2 |
| 9) |
can uses freehand drawing and digital drawing techniques. |
1 |
| 10) |
can follows advanced technologies and developments about digital transformation. |
1 |
| 11) |
can have awareness for ethical and social responsivity. |
2 |
| 12) |
can construct the game design and game elements by using them in non-game areas. |
1 |
| WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
| Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Course |
14 |
2 |
28 |
| Laboratory |
0 |
0 |
0 |
| Application |
2 |
10 |
20 |
| Special Course Internship (Work Placement) |
0 |
0 |
0 |
| Field Work |
0 |
0 |
0 |
| Study Hours Out of Class |
0 |
0 |
0 |
| Presentations / Seminar |
0 |
0 |
0 |
| Project |
0 |
0 |
0 |
| Homework Assignments |
1 |
5 |
5 |
| Total Workload of Teaching & Learning Activities |
- |
- |
53 |
| WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
| Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Quizzes |
2 |
10 |
20 |
| Midterms |
1 |
15 |
15 |
| Semester Final Exam |
1 |
15 |
15 |
| Total Workload of Assesment & Evaluation Activities |
- |
- |
50 |
| TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
103 |
| ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
6 |