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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 ABDULLAH ALAGÖZ
Dersin Öğretim Eleman(lar)ı:


Dersin Kategorisi: Programme Specific

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) 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

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) Knows the technical and modern tools necessary for applications related to computer programming. 1
1) Develops programs using analytical thinking skills by using software languages. 5
1) Experiences all processes in business life.
1) Explains the basic, theoretical and practical knowledge related to the field of computer programming.
1) Knows the basic concepts in the field of information technologies. 2
1) Acquires competency of analyzing and solving the problems. 4
2) Performs the installation and management of computer networks.
2) Knows the techniques, tools and information technologies necessary to develop applications related to the field.
2) Knows the editors, compilers and platforms used in program development. 2
2) Defines the problems that s/he may face in the field of computer programming. 2
2) Takes part in activities related to the field of education in a business operating in the field.
2) Has awareness for ethical and social responsibility.
3) Questions the application with theoretical knowledge. 5
3) Takes responsibility as a team member in works and operations of his/her field. 2
3) Have the analytical thinking skills required by computer programming. 2
3) Performs coding using game development platforms. 5
3) Produces solutions by using the theoretical knowledge learned.
3) Have the necessary program information to edit the visuality of the web page and to develop the web page.
4) Is aware of written, verbal communication and interaction.
4) Gains the ability to analyze and design information systems.
4) Defines the fundamentals of programming and algorithm information. 1
4) Have knowledge about tools used for database design and management.
4) Compiles the knowledge and experience gained in the field. 5
4) Applies the theoretical knowledge learned in business life for a semester.
5) Follows the developments of advanced technology and digital transformation. 2
5) Defines the basics of web design.
5) Makes graphic design and animation applications.
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.
5) Knows game and mobile application development platforms. 5
6) Acquires the awareness for lifelong learning.
6) Realizes web design, software and programming.
6) Follows technological innovations in software and hardware. 2
6) Have knowledge about the basic concepts and management of computer networks.
7) Installs and manages operating systems.
7) Has awareness about citizenship competency.
8) Evaluates the developments of his/her field with the understanding of an entrepreneur.
8) Develops database applications.
9) Acquires communication in a Foreign Language (English) competence defined on the level of at least A2 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B1).
9) Learns visual and object-oriented programming.
10) Produces solutions to problems encountered in computer programming and develops methods to solve the problems encountered. 1

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
Laboratory
Project Preparation
Peer Education
Questions Answers
Individual and Group Work

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
Final Exam
Quiz
Homework Evaluation

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

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 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 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 2 8 16
Total Workload of Teaching & Learning Activities - - 78
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 2 4
Midterms 1 1 1
Semester Final Exam 1 1 1
Total Workload of Assesment & Evaluation Activities - - 6
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 84
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 3