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
60031YETOS-YOM2016 Lifelong Learning 9 Fall 2 0 2 3
Course Type :
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction:
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor ELİF İNCİ ÜNSALAN
Dersin Öğretim Eleman(lar)ı:
Dersin Kategorisi:

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)
9)
10)
11)
12)
13)
*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: Öğretim materyalleri

· Ders planlamanıza ve sunmanıza yardımcı olacak çok farklı konu tabanlı öğretim ve öğrenme.

· İşlenen konulara uygun uzman, profesyonel kişilerin, STK gönüllülerinin ve iş dünyasından konukların WEBİNAR ortamda deneyim aktarımı.

· Kaynakların öğrenmeyi nasıl desteklediğini açıklamak için PowerPoint slaytları, internetten video ya da görsel paylaşımı dersin akıcı işlenişi içinde materyal olarak kullanılmaktadır.

Kaynakça:

E-öğrenme platformları, Kitaplar, makaleler, özgün yayınlar, Google görselleri, Powerpoint görselleri , Wikipedia, Harward Business Review'S 10 Must Read kitapları vb.
References: E-öğrenme platformları, Kitaplar, makaleler, özgün yayınlar, Google görselleri, Powerpoint görselleri , Wikipedia, Harward Business Review's 10 Must Read Yaşam Boyu Öğrenme ve Lifelong Learning kitapları ve HBR's makaleleri.

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 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)

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) 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

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
Quizzes 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