Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI297 | ||||
Course Name: | Adolescent Health | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Öğr. Gör. ESRA ÇALIŞKAN | ||||
Course Lecturer(s): | ESRA ÇALIŞKAN | ||||
Course Assistants: |
Course Objectives: | The student is expected to have knowledge about the development and protection of health in adolescence, determining the factors affecting health, and evaluation of health. |
Course Content: | Basic concepts in adolescent health, Adolescent growth and development, Mental and psychosocial development in adolescents, Communication with adolescents, Common problems in adolescents |
The students who have succeeded in this course;
1) To be able to explain the basic concepts of adolescent health 2) To be able to evaluate the adolescent in terms of physical and psychosocial aspects 3) To be able to communicate effectively with the adolescent and his/her family 4) To have knowledge about adolescence problems |
Week | Subject | Related Preparation |
1) | course introduction | - |
2) | Basic concepts in adolescent health | ppt |
3) | Growth and development in adolescence | ppt |
4) | Emotional and cognitive changes in adolescence | ppt |
5) | Communication with Adolescents and Family Relations | ppt |
6) | The role of family and school in adolescent health | ppt |
7) | Hygiene education in adolescents | ppt |
8) | Midterm | - |
9) | Reproductive and sexual health in adolescents | ppt |
10) | Healthy diet and obesity in adolescence | ppt |
11) | Technology addiction in adolescents | ppt |
12) | Physical activity in adolescence | ppt |
13) | Substance use in adolescence | ppt |
14) | Course evaluation | - |
15) | Final | - |
Course Notes / Textbooks: | 1. Çınar, N. (Ed.), Cabar, HD. (Ed.), (2021). Adolesan Sağlığını Koruma ve Geliştirme, İstanbul: Akademisyen 2. Rosner, R. (2003) Textbook of adolescentpsychiatry, Arnold published. 3. Neinstein, L.S. (2007). Adolescent Health Care: A Practical Guide. (5th ed). |
References: | 1. Çınar, N. (Ed.), Cabar, HD. (Ed.), (2021). Adolesan Sağlığını Koruma ve Geliştirme, İstanbul: Akademisyen 2. Rosner, R. (2003) Textbook of adolescentpsychiatry, Arnold published. 3. Neinstein, L.S. (2007). Adolescent Health Care: A Practical Guide. (5th ed). |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
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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. |
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. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 30 |
Final | 1 | % 70 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
total | % 100 |