Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | DIL516 | ||||
Course Name: | English for Specific Purposes 6 | ||||
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: | Face to face | ||||
Course Coordinator: | Eğitim Danışmanı GÜLŞAH ERDAŞ | ||||
Course Lecturer(s): |
Eğitim Danışmanı RABİA MERCAN Lecturer DERYA ÖZDEMİR |
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Course Assistants: |
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 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. |
The students who have succeeded in this course;
1) Students learn the basic terminology of their departments 2) Students follow the latest developments about their departments. 3) Students do researches about their degree classes and prepare their homework 4) Students prepare various presentations and assignments related to their departments |
Week | Subject | Related Preparation |
1) | Basic information about the profession | Authentic and original materials prepared by the lecturers of the Foreign Languages Department |
2) | Occupational analysis | Authentic and original materials prepared by the lecturers of the Foreign Languages Department |
3) | Recognition of 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) | Detailed definitions about the profession | Authentic and original materials prepared by the lecturers of the Foreign Languages Department |
6) | Occupational areas and working conditions in the field | Authentic and original materials prepared by the lecturers of the Foreign Languages Department |
7) | Professional tools and terms used in the field | Authentic and original materials prepared by the lecturers of the Foreign Languages Department |
8) | Midterm Exam Week | |
9) | Research and presentation techniques related with their fields | 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 |
Course Notes / Textbooks: | Öğretim görevlilerimiz tarafından tamamen öğrencilerimizin alanlarına yönelik olarak hazırlanmış kitapçıklar. |
References: | Öğrencilerin alanlarına yönelik gelişmeleri yakından takip edebilecekleri websiteleri, güncel makale ve araştırmalar. |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
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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 |
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 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 4 | 4 | 4 | 32 | |||
Application | 4 | 4 | 4 | 32 | |||
Study Hours Out of Class | 4 | 4 | 4 | 32 | |||
Presentations / Seminar | 1 | 3 | 1 | 4 | |||
Project | 1 | 3 | 1 | 4 | |||
Homework Assignments | 1 | 3 | 1 | 4 | |||
Quizzes | 1 | 2 | 1 | 3 | |||
Midterms | 1 | 4 | 2 | 6 | |||
Final | 1 | 4 | 2 | 6 | |||
Total Workload | 123 |