Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI352 | ||||
Course Name: | Principles and Applications of Analytical Research Methods | ||||
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: | Dr. Öğr. Üy. ESMA NUR OKATAN | ||||
Course Lecturer(s): | Dr. Öğr. Ü. Esma Nur Okatan | ||||
Course Assistants: |
Course Objectives: | The main purpose of the course is to enable students to adapt more easily to evidence-based medicine practices and to better understand the current scientific data published in their fields. In addition, encouraging students to participate in scientific research projects is one of the aims of this course. |
Course Content: | Introduction to research methodology Immunological techniques Microscopy and application areas Bioluminescence and application areas Electrophysiological recording methods Radioactive isotopes and applications Spectroscopy and application areas In vivo experimental disease models In vitro experimental disease models Cellular Signaling |
The students who have succeeded in this course;
1) To have basic knowledge of basic medical science research methods 2) To be able to understand the main ideas of scientific research articles 3) Reinforcement of basic knowledge learned in comittee lectures with clinical and research examples |
Week | Subject | Related Preparation |
1) | Introduction to research metodology | |
2) | Immunological techniques-I | |
3) | Immunological techniques-II | |
4) | Microscopy and its applications-I | |
5) | Microscopy and its applications-II | |
6) | Bioluminescence and its applications | |
7) | Electrophysiological Recording Techniques-I | |
8) | Electrophysiological Recording Techniques-II | |
9) | Discussion of the assignments | |
10) | Radioactive isotopes and its applications | |
11) | Specktroscopy and its applications-I | |
12) | In vivo experimental disease models | |
13) | In vitro experimental disease models | |
14) | Cell Signaling |
Course Notes / Textbooks: | Helmut Giinzler and Alex Williams Handbook of Analytical Techniques 2002 Wiley, Roitt’s Essential Immunology, Thirteenth Edition. Peter J. Delves, Seamus J. Martin,Dennis R. Burton, and Ivan M. Roitt. © 2017 John Wiley & Sons Ltd. Published 2017 by John Wiley & Sons Ltd.Companion https://pubmed.ncbi.nlm.nih.gov/ |
References: | Helmut Giinzler and Alex Williams Handbook of Analytical Techniques 2002 Wiley, Roitt’s Essential Immunology, Thirteenth Edition. Peter J. Delves, Seamus J. Martin,Dennis R. Burton, and Ivan M. Roitt. © 2017 John Wiley & Sons Ltd. Published 2017 by John Wiley & Sons Ltd.Companion https://pubmed.ncbi.nlm.nih.gov/ |
Course Learning Outcomes | 1 |
2 |
3 |
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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 |
Homework Assignments | 2 | % 100 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 100 | |
PERCENTAGE OF FINAL WORK | % | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Homework Assignments | 2 | 60 | 120 | ||||
Total Workload | 120 |