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:
Week |
Subject |
Materials Sharing * |
|
Related Preparation |
Further Study |
1) |
Basic C# Concepts |
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
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2) |
Variable Types and Definitions
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
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3) |
Methods, overloading of methods
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
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4) |
One-dimensional arrays, multi-dimensional arrays and lists
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
|
5) |
User interaction with Form Application
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
|
6) |
C# classes and objects, inheritance
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
|
7) |
Constructive and destructive methods, encapsulation
|
Volkan Aktaş, Her Yönüyle C# 8.0, Kodlab Yayıncılık, 2017. Reading the related chapter and other resources to be obtained
|
|
8) |
Mid Term Exam |
|
|
9) |
Game engines and introduction to Unity
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
10) |
Unity event functions (methods), working logic of events
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
11) |
Basic concepts and tools of Unity, developing scripts with C #, Components
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
12) |
Vector motion of game objects, collision detection and physics materials
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
13) |
Dynamic object creation, serialization, mouse interaction with the player
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
14) |
Keyboard interaction with the player
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
|
15) |
Working with loops, arrays and lists
|
Timuçin Hatipoğlu, Unity 3D İle Oyun Programlama, Kodlab Yayıncılık, 2016. Reading the related chapter and other resources to be obtained
|
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16) |
Final Exam |
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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) |
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. |
2 |
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. |
5 |
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 |
WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
14 |
7 |
98 |
Laboratory |
0 |
0 |
0 |
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 |
1 |
10 |
10 |
Total Workload of Teaching & Learning Activities |
- |
- |
108 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
2 |
20 |
40 |
Midterms |
1 |
15 |
15 |
Semester Final Exam |
1 |
22 |
22 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
77 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
185 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
7 |