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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60613METOZ-DOT0352 Code Writing For The Game II 1 Spring 2 2 3 7
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: The aim of this course is to focus on the target by focusing on the previous learning. In this course period, basic concepts of C # language will be learned and form a basis basic information about game programming in C# language.
Course Content: In course period students that learned information about the basic programming earlier will be acquainted with basic concepts, sub-dimensions of the C # software language and game programming with relevant examples in the C # language as a different language for game programming.

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) Has a knowledge about the process of game programming.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Has a knowledge about C # programming language and its basic concepts.
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.)
  1) Create game applications using the C # programming language.
  2) After acquianted with C # programming language, it produces applications.
  3) Get/Give help from their peers when they need to complete the missing.

Weekly Course Schedule

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
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
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
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
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: Volkan Aktaş, 2017; Her Yönüyle C# 8.0, Kodlab Yayıncılık
Timuçin Hatipoğlu, 2016; Unity 3D İle Oyun Programlama, Kodlab Yayıncılık
References: Fahrettin Erdinç, 2015; Yeni Başlayanlar İçin C# ile Algoritmalara ve Programcılığa Giriş, Pusula Yayıncılık
Unity Tutorials (Unity Modülleri): https://learn.unity.com/tutorials
Unity Scripting Reference (Unity Betik Referansları): 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) 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

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
Laboratory
Homework
Peer Education
Brain Storming
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
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 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