Course Objectives: |
Developing problem solving skills using numerical methods and computer programs. It is the creation of the digital infrastructure required for writing. |
Course Content: |
Basic Python usage, Scratch program usage, number systems, error analysis, basic analysis of algorithms (Flow diagrams, Kruskal, Greed algorithm, Euclidean, Magic Square, etc.), matrix operations, recursive functions, numerical derivative and integral, interpolation, data visualization
and graphing operations with matploit, data analysis with pandas, determining the roots of equations with numerical methods. finding (trapezoidal, beam, Newton-raphson), pigeonhole principle, data types, basic computer measurement numerical analysis of various games (xox, nim, saying zero loses, coin flip, win-win, postman, surviving slave), Nash theorem, graph theorem |
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)
Defines the algorithm elements of the programming process.
|
2) Error analysis explains the basic terminology of the field.
|
3)
Explains data structures.
|
4)
Explain the basic computer concepts.
|
Skills
(Describe as Cognitive and/or Practical Skills.)
|
1)
To have the ability to develop algorithms
|
2) To have the ability to write programs in the Python language
|
3)
To have knowledge about data structures and data analysis
|
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.)
|
1) Applies the numerical methods acquired in code writing projects.
|
Week |
Subject |
Materials Sharing * |
|
Related Preparation |
Further Study |
1) |
Introduction of the Python program, Basic computer terms (data types), Computer measurement units, Number systems (2,8,16 number systems-ASCII codes) Analysis of the algorithms of Nurikabe, Sudoku and lights out game problems |
None
|
- |
2) |
Numerical Error Analysis, Error sources, Usage of small and large numbers in the same process, Types of Errors; Truncation error, Rounding error, Error Calculation Methods, Absolute error, Relative error, Approximation error |
None
|
- |
3) |
Basic Algorithm analysis- flow diagrams, Kruskal Greed algorithm, Magic square algorithm (for 3x3 and 4x4), Euclidean algorithm, Card sequencing algorithm, Sorting algorithms, Fast sorting, Bubble sorting, Hidden secrets of modern life documentary
|
None
|
- |
4) |
Matrix Operations, Matrix types (identity matrix, symmetric ...), Four operations in matrices, Determinant of matrices, Transposition of matrices, trace, Finding inverse matrix, Covariance matrix, Numerical operations on matrices with Python Numpy, Quiz-1 (5%)
|
None
|
- |
5) |
Recursive functions, Numerical derivative, Numerical integral, Interpolation |
None
|
- |
6) |
Data analysis with Python Pandas |
None
|
- |
7) |
Data visualization Quiz-2 with Python Matploit (5%) |
None
|
- |
8) |
Mid-term (%30) |
None
|
- |
9) |
Finding the roots of equations by numerical methods, Trapezoidal, Beam Method, Newton-Raphson, Pigeonhole principle and its applications
|
None
|
- |
10) |
Nash Theorem, Prisoner-prisoner dilemma (Game theory), John Nash documentary program
|
None
|
- |
11) |
Min-Max theorem (XOX), Concept of symmetry (round checkers), Postman question (girl's age), Algorithm to find the surviving slave with the king, Racehorse problem, Hanoi towers numerical analysis, Poker return matrix
|
None
|
- |
12) |
The theory of the table game and its application with Python,
|
None
|
- |
13) |
Finding the money in the pocket game, 9 Billiard games, Dividing the clock into three zones game, 4 +4 numbers / 137 / numbers game Finding gold by digital measuring game, Maze game, Competitive-collaborative games,
|
None
|
- |
14) |
Graph theory (graph theorem), Three-door game (Monty Hall problem), X and Y game, Representation of Finite and Infinite games, Birthdays (statistical calculation), Fizz-buzz game with Python, Digital game design with Scratch program, Daisy Horoscope, Game factors, Fraudulent dice problem
|
None
|
- |
(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
|
Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Defines the concepts of computer science and design techniques required in Digital Game Design. |
|
|
1.1 Defines game design principles, game mechanics, dynamics and episode design concepts. |
|
|
1.2 Lists drawing and animation techniques in the context of discipline. |
|
|
1.3 Interprets the historical and theoretical information about analog and digital games. |
|
|
|
|
2) |
Creates digital games supported with current technology and designs in line with the determined goals. |
4 |
|
2.1 Organizes the digital game design process by planning and analyzing the situation. |
|
|
2.2 Manages the digital game design process using interdisciplinary components. |
|
|
2.3 Compiles and dramatizes written and visual stories using various tools. |
|
|
2.4 Adapts the aesthetic and algorithmic components of digital games. |
|
|
2.5 Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms. |
4 |
|
2.6 Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
2 |
|
2.7 Constructs the game design and game elements by using them in non-game areas. |
|
|
|
|
3) |
Designs artistic structure to support digital game design. |
|
|
3.1 Analyzes the design elements in the game using the theoretical knowledge. |
|
|
3.2 Uses freehand drawing and digital drawing techniques. |
|
|
3.3 lans the game design with visual and audio dimensions. |
|
|
|
|
4) |
Analyzes the structures, logical framework and mechanisms of analog and digital games. |
3 |
|
4.1 Identifies the problems encountered in the game design process. |
3 |
|
4.2 Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory. |
|
|
4.3 Plans the delivery of the product to the target audience in the right way. |
|
|
|
|
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. |
5 |
|
5.1 Acquires the analyzing solving the problems and managing the conflicts. |
5 |
|
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. |
|
|
5.3 Has awareness for ethical and social responsivity. |
|
|
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. |
|
|
5.5 Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view. |
|
|
5.6 Develops strategical, innovative and entrepreneurial ideas. |
|
|
5.7 Acquires competence of managing the change. |
|
|
5.8 Shows development personally and socially with and awareness for lifelong learning. |
|
|
5.9 Follows advanced technologies and developments about digital transformation. |
|
|
5.10 Has cultural awareness and s/he transfers this to the groups within and outside his/her field. |
|
|
5.11 Has awareness about citizenship competency. |
|
|
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+). |
|
WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
14 |
2 |
28 |
Laboratory |
0 |
0 |
0 |
Application |
2 |
10 |
20 |
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 |
0 |
0 |
0 |
Homework Assignments |
1 |
5 |
5 |
Total Workload of Teaching & Learning Activities |
- |
- |
53 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
2 |
10 |
20 |
Midterms |
1 |
10 |
10 |
Semester Final Exam |
1 |
15 |
15 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
45 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
98 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
4 |