Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | DIL634 | ||||
Course Name: | Chinese 4 | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: |
DIL633 - Chinese 3 |
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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): |
Expert YUFENG YE |
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Course Assistants: |
Course Objectives: | The student is expected to make up oral or written texts about educational, professional or daily subjects. They learn the Simple Past patterns, can express sentences about hospitals or illnesses. They learn how to use the 'more than and the most' structures in English and can make comparisons. They can make sentences including 'gerund'. |
Course Content: | Mainly reading and listening activities are done by focusing on intermediate vocabulary items and grammar structures in Chinese. In addition to the daily speech patterns, activities that help the students to understand the written and oral input in Chinese are used and practiced as group or pair-work activities in the classroom. |
The students who have succeeded in this course;
1) The student can understand a text with abstract terms. 2) The student can understand articles about current issues 3) The student can communicate with a native speaker of Chinese easily. 4) Students will be able to understand the texts in their fields of interest including technical terms, and even those that require expertise, with the help of a dictionary. |
Week | Subject | Related Preparation |
1) | Unit 6 我们上午八点半上课 | Başarının Yolu 1-2 Road to Success 1-2 |
2) | Unit7 银行在哪儿 | Başarının Yolu 1-2 Road to Success 1-2 |
3) | Unit 8 墙上有一张中国地图 | Başarının Yolu 1-2 Road to Success 1-2 |
4) | Unit 9 你吃米饭还是饺子 | Başarının Yolu 1-2 Road to Success 1-2 |
5) | Unit 10 苹果多少钱一斤 | Başarının Yolu 1-2 Road to Success 1-2 |
6) | Unit 11 我去银行还钱 | Başarının Yolu 1-2 Road to Success 1-2 |
7) | Unit 12 我们骑自行车去颐和园 | Başarının Yolu 1-2 Road to Success 1-2 |
8) | MIDTERM | Başarının Yolu 1-2 Road to Success 1-2 |
9) | Unit 13 我们在食堂门口见面 | Başarının Yolu 1-2 Road to Success 1-2 |
10) | Unit 14 我不能去看电影 | Başarının Yolu 1-2 Road to Success 1-2 |
11) | Unit 15 我从星期一到星期三有课 | Başarının Yolu 1-2 Road to Success 1-2 |
12) | Unit 16 我在操场踢球呢 | Başarının Yolu 1-2 Road to Success 1-2 |
13) | Unit 17 我不会汉字输入 | Başarının Yolu 1-2 Road to Success 1-2 |
14) | Unit 18 一直往前走 | Başarının Yolu 1-2 Road to Success 1-2 |
15) | FINAL | Başarının Yolu 1-2 Road to Success 1-2 |
16) | FINAL | Başarının Yolu 1-2 Road to Success 1-2 |
Course Notes / Textbooks: | Başarının Yolu - Road to Success |
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 | 10 | % 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 | 14 | 0 | 4 | 56 | |||
Homework Assignments | 10 | 0 | 7 | 70 | |||
Midterms | 1 | 0 | 1 | 1 | |||
Final | 1 | 0 | 1 | 1 | |||
Total Workload | 128 |