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:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Defines the structure, functioning and types of transactions in the computer
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2) Explains the basics of programming and the C# language
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) C# dilinde yazılım geliştirmek için gerekli programların kurulumunu gerçekleştirir
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2) Prepares algorithms and designs flow diagram to solve problems
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3) Develops software with C# language
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4) Estimates to avoid any errors in the program.
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5) Revises errors found in the software
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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.)
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
Computer structure and functioning, Eniac: The first electronic computer in history, Basic concepts of programming, Machine language and type conversions, Classification of programming languages |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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2) |
Operations: Mathematical operations: Comparison operations, Logical operations. Algorithm definition and examples, Program writing process, Program writing steps |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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3) |
Operators used in Algorithms, Operators used in Algorithms and Flow diagrams, Descriptors, General features that algorithms should have, Algorithm representation forms, Flow diagrams |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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4) |
Decision-making structures, Repetitive structures (loops), C# data types and memory usage, C# keywords, C# variables and properties of variables, Constants |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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5) |
Algorithm and flow diagram examples, Installation of necessary tools to draw flow diagrams, Online platforms where we can draw flow diagrams |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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6) |
Visual Studio 2019 and Visual Studio Code installation, Visual Studio tool interface, opening a C# project with Visual Studio and saving the project, Definition of the C# library concept and calling a library in the project, The main function (main) concept, getting input from the Visual Studio console screen and sending output to the console screen, Defining variables, assigning and calling variables, creating Github Pro accounts and publishing projects on Github |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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7) |
Algorithm and flow diagram examples related to decision making structures, Coding decision making structures with C# language, Quiz - 1 |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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8) |
Midterm |
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9) |
Algorithm and flow diagram examples about repetitive structures (loops), coding of repetitive structures (loops) with C# language |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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10) |
Algorithm and flow diagram examples about nested repetitive structures (nested loops), Coding of nested repetitive structures (loops) with C# language |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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11) |
Defining functions, Calling functions, Sending values to functions, Returning values from functions, Submission of Homework |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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12) |
Definition of one-dimensional and multi-dimensional arrays and their use in projects with C# language |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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13) |
Definition of pointers and usage in projects with C# language, C# file operations |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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14) |
Types of errors: Syntax errors, Run time errors, Logic errors. Debug, Quiz - 2 |
Vatansever, F. (2017) Algoritma Geliştirme ve Programlamaya Giriş. Seçkin Yayıncılık
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15) |
Final exam |
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Defines the concepts of computer science and design techniques required in Digital Game Design. |
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1.1 Defines game design principles, game mechanics, dynamics and episode design concepts. |
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1.2 Lists drawing and animation techniques in the context of discipline. |
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1.3 Interprets the historical and theoretical information about analog and digital games. |
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2) |
Creates digital games supported with current technology and designs in line with the determined goals. |
4 |
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2.1 Organizes the digital game design process by planning and analyzing the situation. |
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2.2 Manages the digital game design process using interdisciplinary components. |
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2.3 Compiles and dramatizes written and visual stories using various tools. |
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2.4 Adapts the aesthetic and algorithmic components of digital games. |
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2.5 Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms. |
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2.6 Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
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2.7 Constructs the game design and game elements by using them in non-game areas. |
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3) |
Designs artistic structure to support digital game design. |
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3.1 Analyzes the design elements in the game using the theoretical knowledge. |
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3.2 Uses freehand drawing and digital drawing techniques. |
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3.3 lans the game design with visual and audio dimensions. |
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4) |
Analyzes the structures, logical framework and mechanisms of analog and digital games. |
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4.1 Identifies the problems encountered in the game design process. |
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4.2 Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory. |
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4.3 Plans the delivery of the product to the target audience in the right way. |
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5) |
S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. |
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5.1 Acquires the analyzing solving the problems and managing the conflicts. |
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5.2 Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary. |
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5.3 Has awareness for ethical and social responsivity. |
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5.4 By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way. |
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5.5 Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view. |
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5.6 Develops strategical, innovative and entrepreneurial ideas. |
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5.7 Acquires competence of managing the change. |
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5.8 Shows development personally and socially with and awareness for lifelong learning. |
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5.9 Follows advanced technologies and developments about digital transformation. |
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5.10 Has cultural awareness and s/he transfers this to the groups within and outside his/her field. |
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5.11 Has awareness about citizenship competency. |
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5.12 Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+). |
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