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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60613METOZ-DOT0321 Code Writing For The Game I 1 Fall 2 2 3 6
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı: Instructor TUNÇ ANGIN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: A student who completes this course successfully; It is aimed to define the basic concepts related to the basics of programming, to gain the competencies to set up algorithms and to draw flow diagrams, to develop their software with C# language.
Course Content: The structure and functioning of the computer, basic concepts of programming, types of operations used in the computer, the creation of the algorithm of the problems and its representation with flow diagram, the installation of necessary tools for developing software with C# language, decision-making structures, repetitive structures, nested repetitive structures, functions, one-dimensional and Multidimensional arrays, pointers, error types, debugging, file operations are the content of the course.

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) Defines the structure, functioning and types of transactions in the computer
  2) Explains the basics of programming and the C# language
Skills (Describe as Cognitive and/or Practical Skills.)
  1) C# dilinde yazılım geliştirmek için gerekli programların kurulumunu gerçekleştirir
  2) Prepares algorithms and designs flow diagram to solve problems
  3) Develops software with C# language
  4) Estimates to avoid any errors in the program.
  5) Revises errors found in the software
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) Computer structure and functioning, Eniac: The first electronic computer in history, Basic concepts of programming, Machine language and type conversions, Classification of programming languages Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
2) Operations: Mathematical operations: Comparison operations, Logical operations. Algorithm definition and examples, Program writing process, Program writing steps Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
3) Operators used in Algorithms, Operators used in Algorithms and Flow diagrams, Descriptors, General features that algorithms should have, Algorithm representation forms, Flow diagrams Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
4) Decision-making structures, Repetitive structures (loops), C# data types and memory usage, C# keywords, C# variables and properties of variables, Constants Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
5) Algorithm and flow diagram examples, Installation of necessary tools to draw flow diagrams, Online platforms where we can draw flow diagrams Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
6) Visual Studio 2019 and Visual Studio Code installation, Visual Studio tool interface, opening a C# project with Visual Studio and saving the project, Definition of the C# library concept and calling a library in the project, The main function (main) concept, getting input from the Visual Studio console screen and sending output to the console screen, Defining variables, assigning and calling variables, creating Github Pro accounts and publishing projects on Github Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
7) Algorithm and flow diagram examples related to decision making structures, Coding decision making structures with C# language, Quiz - 1 Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
8) Midterm
9) Algorithm and flow diagram examples about repetitive structures (loops), coding of repetitive structures (loops) with C# language Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
10) Algorithm and flow diagram examples about nested repetitive structures (nested loops), Coding of nested repetitive structures (loops) with C# language Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
11) Defining functions, Calling functions, Sending values to functions, Returning values from functions, Submission of Homework Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
12) Definition of one-dimensional and multi-dimensional arrays and their use in projects with C# language Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
13) Definition of pointers and usage in projects with C# language, C# file operations Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
14) Types of errors: Syntax errors, Run time errors, Logic errors. Debug, Quiz - 2 Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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: Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
References: Çamoğlu, K. (2016) Algoritma. Kodlab Yayıncılık
Sedgewick, R. ve Wayne, K. Algoritmalar (çev. Şadi Evren Şeker (2018). Nobel Akademik Yayıncılık
Yorulmaz, M., Yorulmaz, S. (2016) Programlamayı C ile Öğreniyorum. Palme Yayınevi
Arı, E. (2016) Örneklerle Algoritma ve C# Programlama. Seçkin Yayıncılık

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 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3
CLO4
CLO5
CLO6
CLO7

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) Defines the concepts of computer science and design techniques required in Digital Game Design. 1
2) Creates digital games supported with current technology and designs in line with the determined goals. 4
3) Designs artistic structure to support digital game design.
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 2
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 3

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 CLO3 CLO4 CLO5 CLO6 CLO7
-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
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 0 0 0
Application 14 2 28
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 14 1 14
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Total Workload of Teaching & Learning Activities - - 70
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 15 30
Midterms 1 20 20
Semester Final Exam 1 25 25
Total Workload of Assesment & Evaluation Activities - - 75
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 145
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 6