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 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) |
| 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 |
| 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 |