Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | DIL605 | ||||
Course Name: | French 5 | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: |
DIL604 - French 4 |
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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: | Öğr. Gör. MERVE KESKİN | ||||
Course Lecturer(s): |
Öğr. Gör. CORALIE FORGET |
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Course Assistants: |
Course Objectives: | To have the students acquired the skills of grammar, vocabulary, listening, writing, speaking, and vocational language in an upper- intermediate level. |
Course Content: | Grammar and Vocabulary Raising awareness about the different meanings gained by language structures and vocabularies at text and context level. Reading Comprehending different perspectives by using original reading pieces such as newspapers, journals, reviews and academic articles; to gain a high level of reading skills such as predicting the links between the sentences and the main idea of the manuscript, reaching the main idea and using semantic clues; gaining reading habits and extracurricular reading habits; development of critical thinking skills based on the synthesis, analysis and evaluation of knowledge. Writing Paragraph formats and structure; technical specifications of the paragraph; paragraph analysis; extraction of paragraph plan; description, comparison, discussion, narration, text writing, summary writing, interpretation; short story, review paper (on books and / or movies) and official / informal letter writing. Speaking Developing oral communication skills by using appropriate expressions and strategies for various verbal communication situations; development of the ability to express emotions and thoughts effectively through conversation, presentation and discussion; development of speaking and listening comprehension using current, original, auditory and audiovisual materials. |
The students who have succeeded in this course;
1) Students will be able to understand abstract narratives by taking long and complex structures or by taking the help of dictionary from time to time. 2) Students will be able to find the expressions as they need and express themselves fluently. 3) In addition to daily functions, students will be able to use the language in a flexible and effective way for academic and professional purposes. 4) Students will be able to write well-structured, well-organized, detailed texts and essays in complex subjects, clearly illustrated by connections and relationships. |
Week | Subject | Related Preparation |
1) | New Technologies and the Internet | The Course Book |
2) | Family, Education, Life Expectancy | The Course Book |
3) | Working Conditions, Social Struggles. | The Course Book |
4) | Multiculturalism, Ethnology. | The Course Book |
5) | Social Structures | The Course Book |
6) | Europe | The Course Book |
7) | Revision for Midterm Exam | The Course Book |
8) | Midterm Exam | |
9) | Economy | The Course Book |
10) | Energy and Sustainable Development. | The Course Book |
11) | Social Media | The Course Book |
12) | Art and its Functions. | The Course Book |
13) | Focus on Gastronomy I. | The Course Book |
14) | Focus on Gastronomy II. | The Course Book |
15) | Revision for the Final Exam. | The Course Book |
16) | Final Exam |
Course Notes / Textbooks: | Alter Ego 5 - C1 |
References: | Ek alıştırmalar ve dersin öğretim görevlisi tarafından geliştirilmiş çeşitli oyunlar ve etkinlikler. Teacher created upplementary worksheets, classroom activities and games |
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 | 13 | % 10 |
Homework Assignments | 10 | % 10 |
Midterms | 1 | % 35 |
Final | 1 | % 45 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 55 | |
PERCENTAGE OF FINAL WORK | % 45 | |
total | % 100 |
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 |