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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
50613METOZ-BLP0154 Game Programming 2 Spring 2 1 3 3
Course Type : Compulsory
Cycle: Associate      TQF-HE:5. Master`s Degree      QF-EHEA:Short Cycle      EQF-LLL:5. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor HALİS FURKAN BAYRAM
Dersin Öğretim Eleman(lar)ı: Instructor HALİS FURKAN BAYRAM
Dersin Kategorisi:

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: Programs using the Unity 3D active, performing game applications on all platforms.
Course Content: Game Engine capabilities to provide education in a broad context, implementation of each subject of the application.

Course Learning Outcomes (CLOs)

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:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Bring the solution to the requirements of 3D game.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Platform independent can produce 3D game.
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.)

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) To construct the process of creating a game with Unity 3D A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
2) Using Unity3D Interface and tools effectively A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
3) Performing Physics Materials, Collider (Is Trigger), Tag functions A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
4) Using Sync MonoDevelop code display, Navigation and RayCast effectively A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
5) Output to Android platform and to manage the processes of converting the codes to android platform A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
6) Animation logic, loading to mobile devices and effective use of Touch operation. Applications of the subject. Quiz-1 A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
7) Example applications A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
8) Midterm
9) Animation on human model, AddTorque command, AddForceAtPosition command, Particle Input, Time, DeltaTime, OverlapSphere A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
10) Efficient use of EventTrigger and Import Package Components. A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
11) Image Package adding methods and effective use of Terrain A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
12) Audio Source component, Character weapon usage, LightMapping application, Hinge Joint, Fixed Joint, Spring Joint and sample applications for each subject. A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
13) Cloth Object, Flag, Unity applications (GameObject-3D Object), Acceleration (acceleration), Line Renderer (Effect), Quiz-2 A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
14) Constant: (Fixed), Trail (track) Renderer (Effect), Scroll Rect and Mask Application, UI-Scroll Bar, DestroyPanel_Restore_ScrollRect_Mask Application, PointerEnter_Exit Application A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
15) Example applications
16) Final Exam
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: A. Gökhan Satman, 2014; Yeni Başlayanlar İçin Unity 3D, Kodlab
References: Mehmet Ünsal, 2015; Uygulamalarla Unity 3D ve Android ile Oyun Geliştirme, Abaküs Kitap
Timuçin Hatipoğlu, 2016; Unity 3D İle Oyun Programlama, Kodlab
Mustafa Bayraktar, 2020; Unity 3D, Sıfırbir Yayınevi
Akademik yayın ve Platform Eğitim Platformları
Unity Documentation, https://docs.unity3d.com/ScriptReference/index.html

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 7 8 9 10 1 2 3 4 1 2 3 4 5 6 7 8 9
CLO1
CLO2

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Explains the basic, theoretical and practical knowledge related to the field of computer programming. 2
2) Knows the techniques, tools and information technologies necessary to develop applications related to the field. 1
3) Produces solutions by using the theoretical knowledge learned. 5
4) Applies the theoretical knowledge learned in business life for a semester. 5
5) Acquires the competencies defined as the institutional outcomes of Beykoz University on the basic level, inline with the expectations of business world and the society. 4

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Homework Assignments 2 % 20.00
Midterms 1 % 30.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 14 2 28
Laboratory 14 1 14
Application 0 0 0
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 2 8 16
Total Workload of Teaching & Learning Activities - - 58
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 0 0 0
Midterms 1 1 1
Semester Final Exam 1 1 1
Total Workload of Assesment & Evaluation Activities - - 2
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 60
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 3