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: DIL511
Course Name: English for Specific Purposes 1
Semester: Fall
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): Öğr. Gör. BEHROOZ RASAEI
Öğr. Gör. ESNIHT YULIET ATEHORTUA MESA
Öğr. Gör. NOORHAN QASIM MOHAMMED AL-ANI
Öğr. Gör. SEPIDEH SHAHBAZI
Öğr. Gör. MOHAMMAD SHAH ZAKI
Öğr. Gör. SARA KHALID ABDULHAFEEZ HUSSEIN
Öğr. Gör. SHAMIM BAZOOBANDI
Öğr. Gör. ALEXANDER ANTONIO USUGA MADRID
Expert GÖKÇE DURU
Öğr. Gör. İLKAY ÖZDEN
Expert BURAK DEMİR
Expert FİRUZE NAZLICAN SÜRÜCÜ
Eğitim Danışmanı GÖKCAN AYDIN
Eğitim Danışmanı ERDEM AYDEMİR
Öğr. Gör. GÜLŞAH KIRŞAN
Eğitim Danışmanı GÜLŞAH ERDAŞ
Expert EBRAR GÜL EZGİ ÇOKBİLEN
Eğitim Danışmanı KAHRAMAN AKIN
Eğitim Danışmanı AHMET KAPLAN
Öğr. Gör. İLYAS DENİZ ÇINAR
Lecturer DERYA ÖZDEMİR
Expert GİZEM ECEM HIZLI
Expert MERVE FİLİZ
Expert NİHAN ÖCAL
Öğr. Gör. BELKIS CİĞERİM
Öğr. Gör. ELİF MOLLAMEHMETOĞLU
Eğitim Danışmanı ATİLLA ONURALP KOCABALCIOĞLU
Öğr. Gör. CEM ŞENCAN
Öğr. Gör. HABİBE ÖZKARA
Eğitim Danışmanı RABİA MERCAN
Öğr. Gör. DİLAY NUR CANDAN
Expert DENİZ GÜDEN
Öğr. Gör. MELİKE İŞCAN
Öğr. Gör. MOHAMMAD REZA KHODADADI
Öğr. Gör. FURKAN ATMACA
Öğr. Gör. GİZEM İNCİ
Öğr. Gör. MERVE KESKİN
Course Assistants:

Course Objective and Content

Course Objectives: The aim is to develop professional language skills at the basic level and to master the professional terminology of English by using original professional materials prepared by our instructors for the academic programs that the students continue. Topics such as the fields of work of the future professions and their duties, basic concepts, historical development of their professional fields are discussed.
Course Content: Basic knowledge and terminology related to the department, activities for the four basic skills of students, reading, writing, listening and speaking.

Learning Outcomes

The students who have succeeded in this course;
1) sfvw
1) Students are able to read simple texts that are overlapping with interest or professional subjects, and understand the basic idea in a text.
2) Students can understand written and oral expressions based on common subjects in daily life.
3) Students can handle most situations, such as shopping or address recipes, which require a foreign language to communicate when it is spoken or when traveling.
4) Students can write texts that are simple, but inter-ideas, in the subjects of personal interest.
5) Students can transfer experiences, talk about their dreams and wishes, briefly explain their thoughts and plans.

Course Flow Plan

Week Subject Related Preparation
1) Recognition of the profession. Authentic and original materials prepared by our lecturers.
2) Recognition of the profession. Authentic and original materials prepared by our lecturers.
3) Basic terms in the profession. Authentic and original materials prepared by our lecturers.
4) Basic terms in the profession. Authentic and original materials prepared by our lecturers.
5) Occupational areas and working conditions. Authentic and original materials prepared by our lecturers.
6) Occupational areas and working conditions. Authentic and original materials prepared by our lecturers.
7) Tools and equipment used in the profession. Authentic and original materials prepared by our lecturers.
8) Midterm Week
9) Theories and methods prevailing in the field and profession. Authentic and original materials prepared by our lecturers.
10) Theories and methods prevailing in the field and profession. Authentic and original materials prepared by our lecturers.
11) Scientific ethics. Authentic and original materials prepared by our lecturers.
12) Scientific ethics. Authentic and original materials prepared by our lecturers.
13) Current developments in the field and studies. Authentic and original materials prepared by our lecturers.
14) Current developments in the field and studies. Authentic and original materials prepared by our lecturers.
15) Final Week
16) Final Week

Sources

Course Notes / Textbooks: Her bölüm için bir öğretim görevlimiz tarafından hazırlanan orijinal ve otantik materyaller.
References: Original and authentic materials prepared by a faculty member for each department.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

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
Homework Assignments 10 % 10
Presentation 1 % 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 13 0 4 52
Homework Assignments 10 0 7 70
Midterms 1 0 1 1
Final 1 0 1 1
Total Workload 124