UNI280 Data Analysis with R Istinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

Preview

Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI280
Course Name: Data Analysis with R 
Semester: Fall
Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: E-Learning
Course Coordinator: Öğr. Gör. AYŞEGÜL ÇALIŞKAN İŞCAN
Course Lecturer(s): Dr. Ayşegül Çalışkan İşcan
Course Assistants:

Course Objective and Content

Course Objectives: This course aims to teach the R programming language at a basic level.
Course Content: This course includes basic elements of R programming languages.

Learning Outcomes

The students who have succeeded in this course;
1) Have knowledge about R programming language
2) Learns R programming language at a basic level.
3) Can analyze any data by using R language.
4) Can understand and manipulate any R code.
5) Can make statistical analysis by using R language.

Course Flow Plan

Week Subject Related Preparation
1) Course overview
2) R Arithmetic, Atomic Data Types
3) Variables, Vectors
4) Matrices
5) Lists, Data Frames
6) Factors, Reading and Writing Data
7) Exercises, Lesson Repetition
8) Mid-term Week
9) Control flow, functions
10) Exploring and Preparing Data
11) Working with text data
12) Preparing Numeric Data, Dealing with Dates
13) Merging data, Frequency tables
14) Plotting in Base R, plotting with ggplot2

Sources

Course Notes / Textbooks: 1. Mark Gardener - Beginning R_ The Statistical Programming Language-Wrox
2. Tony Fischetti - Data Analysis with R_ Load, wrangle, and analyze your data using the world's most powerful statistical programming language-Packt Publishing (2015)
References: 1. Mark Gardener - Beginning R_ The Statistical Programming Language-Wrox
2. Tony Fischetti - Data Analysis with R_ Load, wrangle, and analyze your data using the world's most powerful statistical programming language-Packt Publishing (2015)

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Application 13 % 20
Midterms 1 % 30
Final 1 % 50
total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 13 1 3 1 65
Homework Assignments 13 1 1 26
Midterms 1 14 1 1 16
Final 1 28 1 1 30
Total Workload 137