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: Instructor AHMET BOHUR
Dersin Öğretim Eleman(lar)ı:
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

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) can define the concepts of computer science and design techniques required in Digital Game Design.
2) can Interpret the historical and theoretical information about analog and digital games.
3) can define game design principles, game mechanics, dynamics and episode design concepts. 1
4) Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme
5) can analyzes the design elements in the game using the theoretical knowledge.
6) can list drawing and animation techniques in the context of discipline.
7) can uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. 3
8) can use the knowledge of writing code and animation for digital games designed to be offered on different platforms. 5
9) can uses freehand drawing and digital drawing techniques.
10) can follows advanced technologies and developments about digital transformation. 4
11) can have awareness for ethical and social responsivity.
12) can construct the game design and game elements by using them in non-game areas. 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
Problem Solving
Demonstration
Homework
Brain Storming
Questions Answers

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 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