HOME INSTITUTIONAL INFORMATIONINFORMATION ON DEGREE PROGRAMMES Digital Game DesignCERTIFICATE PROGRAMMESUSEFUL INFORMATION, RESOURCES & SERVICES FOR STUDENTSUSEFUL LINKS AND DOCUMENTSADITIONAL & SUPPORTING INFORMATION

SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213YETOS-SNT2477 Art Literacy 4 Fall 2 0 2 3
Course Type : University Elective
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: E-Learning
Name of Coordinator: Profesör Dr. BENGİSU BAYRAK SHAHMIRI
Dersin Öğretim Eleman(lar)ı: Profesör Dr. BENGİSU BAYRAK SHAHMIRI
Dersin Kategorisi: Competency Development (University Elective)

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: ...
Course Content: ...

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.)
Skills (Describe as Cognitive and/or Practical Skills.)
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)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
*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: ...
References: ...

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)
Program Öğrenme Çıktıları (PÖÇ)
1) Can explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification.
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process.
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.
11) Being able to communicate both in writing and orally on topics related to one`s field, with a minimum of A2-level English proficiency in accordance with the Common European Framework of Reference for Languages (CEFR) criteria.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

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 explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification.
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process.
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.
11) Being able to communicate both in writing and orally on topics related to one`s field, with a minimum of A2-level English proficiency in accordance with the Common European Framework of Reference for Languages (CEFR) criteria.

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

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

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 % 15.00
Midterms 1 % 35.00
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