DIL502 English for Academic Purposes 2Istinye 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: DIL502
Course Name: English for Academic Purposes 2
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: Face to face
Course Coordinator: Eğitim Danışmanı GÜLŞAH ERDAŞ
Course Lecturer(s): Expert GÖKÇE DURU
Expert EMİNE TANRISEVEN
Expert CAN GENCER UÇAR
Expert HATİCE BETÜL COŞKUN
Eğitim Danışmanı KAHRAMAN AKIN
Expert NİHAN ÖCAL
Öğr. Gör. ELİF MOLLAMEHMETOĞLU
Öğr. Gör. AYSU ASLI YENİKAN GÜNER
Öğr. Gör. GİZEM İNCİ
Course Assistants:

Course Objective and Content

Course Objectives: This academic course is for undergraduate students. Materials prepared by our lecturers are used during the classes and intermadiate level of English is aimed to be obtained. The courses are about the latest developments and studies in Natural and Social Sicences Fields and basic concepts are cvered according to their needs during the classes.
Course Content: Students follow the latest academic developments regarding their own fields, they read and analyze texts and articles and write essays . They prepare projects and do homeworks.

Learning Outcomes

The students who have succeeded in this course;
1) Students learn the basic principles of their departments
2) Students follow the latest news about thier departments
3) Students do researches about their degree classes and prepare their homeworks
4) srudents prepare various presentations and homeworks related with their departments

Course Flow Plan

Week Subject Related Preparation
1) describing personalities, expressing likes and dislikes, agreeing and disagreeing, complaining Interchange 3 Unit 1
2) Talking about possible careers, describing jobs. Gerund phrases as subjects and objects, comparisons with adjectives, nouns, verbs. Interchange 3 Unit 2
3) Making direct and indirect rewuests. Requests with modals, if cluases and gerunds. Interchange 3 unit 3
4) Narrating a story, descrbinig events and experiences in the past. Past continious vs. simple past tense Interchange 3 unit 4
5) Noun phrases containnig relative clause, expectations, the custom -to, not supposed to , expected to, acceptable to Interchange 3 unit 5
6) Active and Passive sentences Interchange 3 unit 6
7) Drawing conclusions, offering explanations, describing hypothetical events, giving advice for complicated situations Interchange 3 unit 7
8) mid-term exam week
9) yapmış bulunduğunuz şeylerden bahsetmek.tavsiye ve önerilerde bulunmak. birisine birşeyi yaptırtmak- gramer olarak kullanımı Interchange 3 unit 8
10) interviewing for a job, talking about ads and slogans Interchange 3 unit 9
11) Giving recommendatios and opinions with passive modals: shpould be, ought to be, must be, has to be, has got to be, tag questions for opinions Interchange 3 unit 10
12) giving opinions about situations, talking about the facts in the past. Accomplishments with the simple past and present perfect-would like to-have +past participle Interchange 3 unit 11
13) describing how something is done or made,; describing careers in film, TV, publishing, gaming and music. Interchange 3 unit 12
14) Revision Progress Check
15) final exam week
16) final exam week

Sources

Course Notes / Textbooks: Bölüm öğretim görevlilieri tarafından hazırlanmış, tamamen öğrencilerin alanlarına yönelik kitapçıklar kullanılır.
References: Çeşitli websiteleri ve güncel makaleler kullanılır

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

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 1 % 10
Application 13 % 0
Homework Assignments 10 % 10
Midterms 1 % 35
Final 1 % 45
total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
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 14 0 4 56
Homework Assignments 10 0 7 70
Midterms 1 0 1 1
Final 1 0 1 1
Total Workload 128