Digital Game Design (English)
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI344
Course Name: Sign Language
Semester: 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. HASAN DİKYUVA
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: Üniversite öğrencilerine işaret dili becerisi kazandırarak toplumdaki işitme ve konuşma engellilerin iletişim olanaklarını artırmayı hedeflemek. Bu beceri ile öğrencilerimizi gelecekteki kariyerlerinde farklılaştırmak.
Günlük iletişim her dersin merkezinde yer almaktadır. Konular, çevremiz ve kendimiz hakkında bilgi paylaşımı etrafında döner. Dilbilgisi, soru sorma ve cevaplama becerilerinin geliştirilmesine vurgu yapılarak bağlam içinde tanıtılır. Bir konuşmayı sürdürmenize yardımcı olacak konuşma stratejilerini öğrenirsiniz. Etkileşim etkinlikleri, öğrendiklerinizi prova etmenize olanak tanır. Türk İşaret Dili'nin (TİD) üretimi ve anlaşılmasındaki temel becerilere giriş. Manuel alfabe ve sayıları içerir. Konuşma becerisini, kültürel olarak uygun davranışları geliştirir ve öğrencileri TİD gramerine maruz bırakır. Ders, sınıf dışında önemli bir zaman gerektirir.

Course Content: -Hearing difference and Deaf culture
-Alphabet
- Introductory dialogue
- Introducing yourself with sign language
- Pronouns, Questioning gestures
-Simple daily words and dialogues
-Positive and negative facial expressions, examples of asking questions
-Practice with the words we learned
-Feelings
-Example sentences with emotions
-5N2K1H Questions
-Practice with questions
-Verbs (10 verbs)
-Practice with verbs
-Numbers
-Concept of time
-Clock concept
-Money concept
-Months, Days, Seasons, Weather events
-Verbs (10 verbs)
-Practice with verbs
-Family and genealogy
- Tell about your own family
-Colors and Clothes
-Description of clothes
-Antonyms
-Practice of making sentences with opposite meanings
-Fruits, Vegetables
-Other foods
-Sentence construction and sentence practice

Learning Outcomes

The students who have succeeded in this course;
1) Bu dersi başarıyla tamamlayan öğrenciler şunları yapabileceklerdir: 1) Kelime Dağarcığı Gelişimi* Yabancı olarak Türk İşaret Dili A1-A2'nin A1 için 1-5. Ünitelerinden, A2 için 6-10. Ünitelerinden ve videolardan alınan bir dizi hedef kelime öğesi verildiğinde, öğrenciler kelime öğelerine ve yüksek frekanslı kelimelere kapsamlı bir şekilde hakim olduklarını göstereceklerdir.* *Prensip: İçerik ve Sıralama. 1). Frekans 2) Dilbilgisel Özellikler* a) Öğrenci, TID'deki hedef, içeriğe özgü komutlar, sorular ve ifadelere kapsamlı bir şekilde hakim olduğunu gösterecektir. b) Öğrenci, eğitmen tarafından yönlendirildiği şekilde TID'de kısa diyaloglara maruz kalacaktır. c) Öğrenci: TID dilbilgisi, kelime bilgisi ve fonoloji/kemoloji konularında farkındalık gösterecektir. Bu, parmakla yazım pratiği yapmak içindir. d) Öğrenci: başkalarına tanıdık kelimeler, ifadeler ve cümleler kullanarak bilgi sunacaktır. 3) Konuşma Becerileri* a) Öğrenci, anlama ve konuşmayı kolaylaştırıcı davranışlar sergileyecektir. b) Öğrenci, düzenleyici davranışları (örn. dikkat çekme teknikleri, sıra alma işaretleri ve diğerleri) kavradığını ve ürettiğini gösterecektir. c) Öğrenci, içerik/konuya* özgü kısa bir konuşmayı başlatma, yürütme ve sonlandırma becerisini gösterecektir. d) Öğrenci, kültürel etkinliklere katılmak ve/veya iletişim kurmak için teknolojiyi kullanmak gibi etkinlikler yoluyla dili hem okul içinde hem de okul dışında kullanacaktır. a) Öğrenci: sosyalleşmek ve bilgi sağlamak ve elde etmek için öğrenilen materyalin çeşitli imzalı değişimlerine katılacaktır. 4) Kültürel Farkındalık* a) Öğrenci, Sağır Türkçesi, TİD ve tarihi hakkında bilgi okuyacak/izleyecektir. Öğrenci, Sadece İşitenler İçin kitabındaki kültürel notlardan, sınıfta gösterilen Google Drive ve Blackboard platformundaki PowerPoints'ten* ve sınıfta tartışılan kültürel bilgilerden sorumludur. b) Öğrenci: incelenen kültürlerin uygulamalarını (insanların ne yaptığını) ve bunların bakış açılarıyla (insanların olayları nasıl algıladığı) nasıl ilişkili olduğunu anladığını gösterecektir. c) Öğrenci: bir dil ve kültürün diğeri üzerindeki etkisini anladığını gösterecektir. 2. Öğrenci: kendi kültürü ile Türk İşitme Engelliler kültürünü karşılaştırarak kültür kavramını anladığını gösterecektir.

Course Flow Plan

Week Subject Related Preparation
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)

Sources

Course Notes / Textbooks: Lecturer's notes
References: Lecturer's notes

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

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
Attendance 14 % 10
Midterms 1 % 30
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 15 45
Study Hours Out of Class 15 30
Midterms 4 26
Final 4 26
Total Workload 127