Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | DIL623 | ||||
Course Name: | Spanish 3 | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: |
DIL621 - İspanyolca 1 | DIL622 - Spanish 2 |
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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: | E-Learning | ||||
Course Coordinator: | Öğr. Gör. MERVE KESKİN | ||||
Course Lecturer(s): |
Öğr. Gör. STAFF Öğr. Gör. ESNIHT YULIET ATEHORTUA MESA |
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Course Assistants: |
Course Objectives: | This course aims at improving the students' pre-intermeadite Spanish skills. Specifically, it aims to employ with increasing mastery the use of grammatical structures, in oral and written form, with an increasing ability to communicate at pre-intermeadite level. |
Course Content: | This course covers improving pre-intermediate level effective communication skills through reading, writing, speaking and listening. It also covers cultural beliefs, values and various aspects of everyday life in Spanish speaking countries. |
The students who have succeeded in this course;
1) Communicate effectively in the target language in a variety of pre-intermediate level speaking situations. 2) Communicate effectively in the target language via pre-intermediate level well-organized writing. 3) Comprehension of the spoken target language in pre-intermediate level listening situations. 4) Comprehension of pre-intermediate level target language written materials. 5) Clear understanding of the culture of Spanish speaking countries. |
Week | Subject | Related Preparation |
1) | Advicing our classmates about the best way to learn Spanish | |
2) | Advicing our classmates about the best way to learn Spanish | |
3) | Looking for a housemate to share and design a house | |
4) | Looking for a housemate to share and design a house | |
5) | Describing our classmates | |
6) | Describing our classmates | |
7) | Relationships between people | |
9) | Relationships between people | |
10) | Social contact situations when we need to use formal language | |
11) | Social contact situations when we need to use formal language | |
12) | Plan a day in a Spanish city | |
13) | Plan a day in a Spanish city | |
14) | Preparing a buffet for a party |
Course Notes / Textbooks: | Bu derste yukarıda belirtilen amaçlara ulaşmak ve öğrencilere temel İspanyolca becerilerini kazandırmak amacıyla, ders kitabı olarak Aula 2 kullanılmaktadır. - To achieve the aims mentioned above and help students gain basic Spanish skills, Aula 2 is used as the Course Book in this course. |
References: | Aula 2 kitabına ek olarak ekstra okuma ve dinleme materyalleri dersi veren öğretim görevlisi tarafından hazırlanıp kullanılmıştır. - In addition to Aula 2, extra reading and listening materials are used prepared by the instructor of the course. |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
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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 | 1 | % 10 |
Homework Assignments | 1 | % 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 | 14 | 0 | 4 | 56 | |||
Homework Assignments | 10 | 0 | 7 | 70 | |||
Midterms | 1 | 0 | 1 | 1 | |||
Final | 1 | 0 | 1 | 1 | |||
Total Workload | 128 |