SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
BİM216 Game Programming 2 Spring 2 1 3 3
Course Type : Compulsory
Cycle: Associate      TQF-HE:5. Master`s Degree      QF-EHEA:Short Cycle      EQF-LLL:5. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor ABDULLAH ALAGÖZ
Dersin Öğretim Eleman(lar)ı:





Dersin Kategorisi:

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: The aim of the course is to provide the student with the ability to program games at the beginning level through the stages of design, development, testing and debugging.
Course Content: Game Engine capabilities to provide education in a broad context, implementation of each subject of the application.

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.)
  1) Bring the solution to the requirements of 3D game.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Platform independent can produce 3D game.
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) To construct the process of creating a game with Unity 3D A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
2) Using Unity3D Interface and tools effectively A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
3) Performing Physics Materials, Collider (Is Trigger), Tag functions A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
4) Using Sync MonoDevelop code display, Navigation and RayCast effectively A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
5) Output to Android platform and to manage the processes of converting the codes to android platform A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
6) Animation logic, loading to mobile devices and effective use of Touch operation. Applications of the subject. Quiz-1 A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
7) Example applications A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
8) Midterm
9) Animation on human model, AddTorque command, AddForceAtPosition command, Particle Input, Time, DeltaTime, OverlapSphere A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
10) Efficient use of EventTrigger and Import Package Components A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
11) Image Package adding methods and effective use of Terrain A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
12) Audio Source component, Character weapon usage, LightMapping application, Hinge Joint, Fixed Joint, Spring Joint and sample applications for each subject A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
13) Cloth Object, Flag, Unity applications (GameObject-3D Object), Acceleration (acceleration), Line Renderer (Effect), Quiz-2 A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
14) Constant: (Fixed), Trail (track) Renderer (Effect), Scroll Rect and Mask Application, UI-Scroll Bar, DestroyPanel_Restore_ScrollRect_Mask Application, PointerEnter_Exit Application A. Gökhan Satman, Yeni Başlayanlar İçin Unity 3D, Kodlab, 2014. Reading the related chapter and other resources to be obtained
15) Final Exam
*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: A. Gökhan Satman, 2014; Yeni Başlayanlar İçin Unity 3D, Kodlab
References: Mehmet Ünsal, 2015; Uygulamalarla Unity 3D ve Android ile Oyun Geliştirme, Abaküs Kitap
Timuçin Hatipoğlu, 2016; Unity 3D İle Oyun Programlama, Kodlab
Mustafa Bayraktar, 2020; Unity 3D, Sıfırbir Yayınevi
Unity Documentation, https://docs.unity3d.com/ScriptReference/index.html

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) Has the ability to solve the problems using the basic knowledge and skills obtained on the field.
2) Adopts the total quality philosophy and support the related institutional process.
3) Has the sufficient quantitative knowledge and skills related to the field.
4) Uses current information technologies and components in order to solve problems effeciently.
5) Considers ethics, sanitary and safety precaution related to the profession.
6) Has the administrative knowledge and skills to set up and manage a business.
7) Has the ability to solve the problems using the basic knowledge and skills obtained on the field.
8) Reconizes and uses modern technics needed for related applications, components and information technologies effeciently.
9) Has the abilities to use simulation programmes related to the field, design programmes, realize professional plans and projects.
10) Has the abilities to take responsibilities in the team or work on his/her own and communicative competence.
11) Has the application skills of following hardware and software technologies in industry and service sectors.
12) Act in accordance with social, scientific, cultural and ethic values on the stages of gathering, implementation and release of the results of data related to computer programming.
13) Has sufficient consciousness about the global social rights, social justice and cultural values; respect to the cultural diversity.
14) Executes the health & safety, environmental protection, quality and ongoing process improvement procedures, which are required in the field of computer programming.
15) Evaluates the knowledge and skills acquired at basic level in the field of computer programming with a critical approach.
16) Determines the professional and individual learning needs and develop him/her by using lifetime learning opportunities.
17) Coaching on identifying the learning needs of his/her reports, meeting these needs and improve them.
18) As a team member, takes responsibility of implementation of computer programming activities and executes the tasks, which are assigned.
19) Executes the activities toward the personal and professional development of his/her reports.
20) Takes the responsibility of auditing and observing the activities which are executed by his/her reports.
21) Manages basic computer programming projects independently.
22) Follows the literature and developments in field of computer programming.
23) Takes risk and responsibility on the implementation of technologies and innovation in the field computer programming.
24) Represents the competence of entrepreneurship individually or as a team member.
25) Shares the ideas based on the basic knowledge and skills acquired within the field of computer programming through written and oral communication.
26) Shares the studies, ideas and solution proposals to problems about issues within the field of computer programming with professionals and non-professionals in writing, verbally and visually.
27) Uses his/her native language at least at a level of European Language Portfolio C1 General Level.
28) Monitors the developments in the field and communicates with peers by using a foreign language (English) at least at a level of European Language Portfolio A2 General Level.
29) Uses informatics and communication technologies together with computer software necessary for the field with at least European Computer Usage License Basic (Advanced) Level.
30) Organizes and implements projects and activities for his/her social environment with a sense of social responsibility.

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
Lectures
Problem Solving
Laboratory
Homework
Project Preparation

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
Midterm
Homework Evaluation

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

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 0 0 0
Laboratory 14 3 42
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 1 6 6
Homework Assignments 0 0 0
Total Workload of Teaching & Learning Activities - - 48
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 3 6
Midterms 1 6 6
Semester Final Exam 1 6 6
Total Workload of Assesment & Evaluation Activities - - 18
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 66
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 3