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DIGITAL GAME DESIGN BACHELOR`S (FIRST CYCLE) DEGREE PROGRAMME

Qualification Awarded
Length of Programme (Year)
Total Number of ECTS Credits
Type of Education
Level of Qualification & Field of Study


Bachelor's (First Cycle) Degree


4


240


Full Time
  • TQF Qualification Type: Academic
  • TQF, TQF-HE, EQF-LLL, ISCED (2011): Level 6
  • QF-EHEA: First Cycle
  • Yönelim: Academic
  • Sınıflandırma (ISCED 2013):011,021,061 Temel Öğrenme Alanı:21,48
  • Kategori: Ana Yeterlilik

PROGRAMME LEARNING OUTCOMES (PLOs)

Programme Learning Outcomes (PLOs) are those describing the knowledge, skills and competencies that students are expected to attain and/or achieve upon successful completion of the programme. In this context, Programme Learning Outcomes defined for this programme are as follows:

(Please click on the buttons below to reach the PLOs as “Conjoined” or as “Classified” under the “Knowledge”, “Skills” and “Competencies”.)

(Program Learning Outcomes are given below according to the classification (knowledge, skills and competencies) used for the Turkish Higher Education Qualifications Framework (TYYÇ) level descriptors.)
Knowledge (Described as Theoritical and/or Factual Knowledge.)
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.
4) Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme
Skills (Describe as Cognitive and/or Practical Skills.)
3) The ability to think in three dimensions and apply this in a digital environment.
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.
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.)
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.
(Program Learning Outcomes are listed below.)
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.