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: | ... |
| Course Content: | ... |
| 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.) | ||
| Week | Subject | ||
| Related Preparation | Further Study | ||
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| Course Notes / Textbooks: | ... |
| References: | ... |
DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ |
| Ders Öğrenme Çıktıları (DÖÇ) | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Program Öğrenme Çıktıları (PÖÇ) | |||||||||||
| 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) The ability to think in three dimensions and apply this in a digital environment. | |||||||||||
| 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. | |||||||||||
| 8) Ability to use animation knowledge for digital games designed to be offered on different platforms. | |||||||||||
| 9) can uses freehand drawing and digital drawing techniques. | |||||||||||
| 10) can follows advanced technologies and developments about digital transformation. | |||||||||||
| 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. | |||||||||||
SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs) |
| 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) | The ability to think in three dimensions and apply this in a digital environment. | |
| 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. | |
| 8) | Ability to use animation knowledge for digital games designed to be offered on different platforms. | |
| 9) | can uses freehand drawing and digital drawing techniques. | |
| 10) | can follows advanced technologies and developments about digital transformation. | |
| 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. |
SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS 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 |