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: DIL513
Course Name: English for Specific Purposes 3
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): Öğr. Gör. NOORHAN QASIM MOHAMMED AL-ANI
Öğr. Gör. MOHAMMAD SHAH ZAKI
Öğr. Gör. SARA KHALID ABDULHAFEEZ HUSSEIN
Öğr. Gör. SHAMIM BAZOOBANDI
Öğr. Gör. REHAM A A BAROUD
Expert GÖKÇE DURU
Öğr. Gör. İLKAY ÖZDEN
Eğitim Danışmanı GÖKCAN AYDIN
Expert BÜNYAMİN AKİF KINATAŞ
Eğitim Danışmanı ERDEM AYDEMİR
Expert CAN GENCER UÇAR
Eğitim Danışmanı GÜLŞAH ERDAŞ
Eğitim Danışmanı KAHRAMAN AKIN
Eğitim Danışmanı AHMET KAPLAN
Eğitim Danışmanı ATİLLA ONURALP KOCABALCIOĞLU
Öğr. Gör. CEM ŞENCAN
Öğr. Gör. HABİBE ÖZKARA
Eğitim Danışmanı RABİA MERCAN
Öğr. Gör. AYSU ASLI YENİKAN GÜNER
Öğr. Gör. DİLAY NUR CANDAN
Öğr. Gör. MELİKE İŞCAN
Öğr. Gör. FURKAN ATMACA
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 upper-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 covered according to their needs during the classes.
Course Content: Reading, speaking, listening and writing activities related with the students fields according to their level of English.

Learning Outcomes

The students who have succeeded in this course;
1) Students learn the vocabulary about theri deparmtents
2) Students read articles and reading texts about their own departments
3) Students learn how to write essays and articles about the related topics of their departments
4) Students do audio-visual activities
5) Students do researches about thier own fields and do presantations and projects as homework

Course Flow Plan

Week Subject Related Preparation
1) basic information about the profession
1) occupational analysis Authentic and original materials prepared by the lecturers of the Foreign Languages Department
2) recognition of the profession Authentic and original materials prepared by the lecturers of the Foreign Languages Department
3) Detailed definitions about the profession Authentic and original materials prepared by the lecturers of the Foreign Languages Department
4) Detailed definitions about the profession Authentic and original materials prepared by the lecturers of the Foreign Languages Department
5) Occupational areas and working condiitons in the field Authentic and original materials prepared by the lecturers of the Foreign Languages Department
6) Professional tools and terms used in the field Authentic and original materials prepared by the lecturers of the Foreign Languages Department
7) Reaserach and presentation techniques related with their fields Authentic and original materials prepared by the lecturers of the Foreign Languages Department
8) mid-term exam week
9) Occupational theories and concepts Authentic and original materials prepared by the lecturers of the Foreign Languages Department
10) Occupational theories and concepts Authentic and original materials prepared by the lecturers of the Foreign Languages Department
11) occupational analysis and professional studies Authentic and original materials prepared by the lecturers of the Foreign Languages Department
12) Occupational analysis and researches Authentic and original materials prepared by the lecturers of the Foreign Languages Department
13) Scientific ethics Authentic and original materials prepared by the lecturers of the Foreign Languages Department
14) Current developments in the field Authentic and original materials prepared by the lecturers of the Foreign Languages Department
15) final exam week
16) final exam week

Sources

Course Notes / Textbooks: öğretim görevlilerimiz tarafından tamamen öğrencilerimizin alanlarına yönelik olarak hazırlanmış kitapçıklar.
References: çeşitli websitelerinden konular ile ilgili ilişkili kullanılabilecek kaynaklar ve öğrencilerin alanlarına yönelik gelişmeleri yakından takip edebilecekleri websiteleri, güncel makale ve araştırmalar.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

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
Attendance 10 % 10
Homework Assignments 1 % 10
Midterms 1 % 30
Final 1 % 50
total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
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