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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:



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

Relationship Between CLOs & PLOs

Ders Öğrenme Çıktıları (DÖÇ)
Program Öğrenme Çıktıları (PÖÇ)
1) Defines the concepts of computer science and design techniques required in Digital Game Design.
1) Defines game design principles, game mechanics, dynamics and episode design concepts.
1) Analyzes the design elements in the game using the theoretical knowledge.
1) Organizes the digital game design process by planning and analyzing the situation.
1) Identifies the problems encountered in the game design process.
1) Acquires the analyzing solving the problems and managing the conflicts.
2) Manages the digital game design process using interdisciplinary components.
2) Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary.
2) Lists drawing and animation techniques in the context of discipline.
2) Uses freehand drawing and digital drawing techniques.
2) Creates digital games supported with current technology and designs in line with the determined goals.
2) Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory.
3) lans the game design with visual and audio dimensions.
3) Compiles and dramatizes written and visual stories using various tools.
3) Plans the delivery of the product to the target audience in the right way.
3) Interprets the historical and theoretical information about analog and digital games.
3) Designs artistic structure to support digital game design.
3) Has awareness for ethical and social responsivity.
4) By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way.
4) Analyzes the structures, logical framework and mechanisms of analog and digital games.
4) Adapts the aesthetic and algorithmic components of digital games.
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.
5) Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view.
5) Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms.
6) Develops strategical, innovative and entrepreneurial ideas.
6) Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules.
7) Acquires competence of managing the change.
7) Constructs the game design and game elements by using them in non-game areas.
8) Shows development personally and socially with and awareness for lifelong learning.
9) Follows advanced technologies and developments about digital transformation.
10) Has cultural awareness and s/he transfers this to the groups within and outside his/her field.
11) Has awareness about citizenship competency.
12) Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+).

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) Defines the concepts of computer science and design techniques required in Digital Game Design.
1) Defines game design principles, game mechanics, dynamics and episode design concepts.
1) Analyzes the design elements in the game using the theoretical knowledge.
1) Organizes the digital game design process by planning and analyzing the situation.
1) Identifies the problems encountered in the game design process.
1) Acquires the analyzing solving the problems and managing the conflicts.
2) Manages the digital game design process using interdisciplinary components.
2) Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary.
2) Lists drawing and animation techniques in the context of discipline.
2) Uses freehand drawing and digital drawing techniques.
2) Creates digital games supported with current technology and designs in line with the determined goals.
2) Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory.
3) lans the game design with visual and audio dimensions.
3) Compiles and dramatizes written and visual stories using various tools.
3) Plans the delivery of the product to the target audience in the right way.
3) Interprets the historical and theoretical information about analog and digital games.
3) Designs artistic structure to support digital game design.
3) Has awareness for ethical and social responsivity.
4) By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way.
4) Analyzes the structures, logical framework and mechanisms of analog and digital games.
4) Adapts the aesthetic and algorithmic components of digital games.
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.
5) Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view.
5) Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms.
6) Develops strategical, innovative and entrepreneurial ideas.
6) Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules.
7) Acquires competence of managing the change.
7) Constructs the game design and game elements by using them in non-game areas.
8) Shows development personally and socially with and awareness for lifelong learning.
9) Follows advanced technologies and developments about digital transformation.
10) Has cultural awareness and s/he transfers this to the groups within and outside his/her field.
11) Has awareness about citizenship competency.
12) Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+).

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