DIL635 Chinese3Istinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: DIL635
Course Name: Chinese3
Semester: Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition: DIL634 - Chinese 4
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: Öğr. Gör. MERVE KESKİN
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: Mandarin Chinese is associated with Chinese people. This course is the first step
through HSK (Hanyu Shuiping Kaoshi) 3st level. The goals are to provide the
college students with communication skills in daily life (written/ spoken) and
comprehension skills (written/spoken).
Course Content: Practical knowledge of communication skills will be provided such as optative
verbs, asking about time, sentences with serial verb phrases, alternative
question, particles and similar topics.

Learning Outcomes

The students who have succeeded in this course;
1) The student is able to read literature and texts that include complex or abstract concepts with the help of a dictionary.
2) The student is able to express herself/himself fluently in Russian.
3) The student is able to write well-organized, detailed and coherent texts about complicated topics and cause-effect relationships.
4) The student is able to write well-organized, detailed and coherent texts about complicated topics and cause-effect relationships.

Course Flow Plan

Week Subject Related Preparation
1) 11.UNIT I can speak a lilltle Chinese.  New words  The indefinite measure word ‘一点儿’  ‘哪里’with a negative connotation  ‘䘈’Expressing the continuation of a state or action New Practical Chinese Reader Textbook-1
2) 11.UNIT I can speak a little Chinese.  Telling time  Optative verbs ‘会、能、可以、应该’  Sentences with serial verb phrases -1 Purpose  Sentences with double objects ‘教’ and ‘问’ New Practical Chinese Reader Textbook-1
3) 11.UNIT I can speak a little Chinese.  Asking about time  Expressing one;s ability  Expressing permission or prohibition  Structure of Chinese characters -4 New Practical Chinese Reader Textbook-1
4) 12.UNIT I don’t feel well.  New words  The pronoun ‘每’  ‘怎么’ to ask about the cause of something New Practical Chinese Reader Textbook-1
5) 12.UNIT I don’t feel well.  The modal particle ‘吧’ to soften the tone of speech  ‘跟+Pr/Np + 一起’ as an adverbial modifier  The preposition ‘给’ New Practical Chinese Reader Textbook-1
6) 12.UNIT I don’t feel well.  Sentences with a subject-predicate structure as predicate  Alternative questions  Optative verbs-2 ‘要、想、愿意’ New Practical Chinese Reader Textbook-1
7) 12.UNIT I don’t feel well.  Talking about one’s health  Expressing one’s desire  Expressing need or necessity  Structure of Chinese characters -5 New Practical Chinese Reader Textbook-1
8) MIDTERM Başarının Yolu 1-2 Road to Success 1-2
9) 13.UNIT I met a nice girl.  New words  Adjectives ‘多’ and ‘少’ as attributives  ‘Pr/N + 䘉儿/那儿’ to indicate location  ‘常常’ and ‘常’  Verbs or Verbal phrases as attributives New Practical Chinese Reader Textbook-1
10) 13.UNIT I met a nice girl.  The particle ‘了’  Optative verbs ‘可能、会’ New Practical Chinese Reader Textbook-2
11) 13.UNIT I met a nice girl.  Talking about something that has happened  Renting a house  Asking for suggestions  Making a phone call  Invitations New Practical Chinese Reader Textbook-1
12) 14.UNIT Merry Christmas!  New words  ‘问……好’ to extend someone’s regards  Subject-predicate structures as attributive New Practical Chinese Reader Textbook-1
13) 14.UNIT Merry Christmas!  Four kinds of simple sentences  Six main question types New Practical Chinese Reader Textbook-1
14) 15.UNIT Merry Christmas!  Making a complaint or an apology  Passing on someone’s regards  Expressing holiday greetings  Consulting a Chinese dictionary arranged by pinyin alphabetical order New Practical Chinese Reader Textbook-1
15) FINAL New Practical Chinese Reader Textbook-1
16) FINAL New Practical Chinese Reader Textbook-1

Sources

Course Notes / Textbooks: New Practical Chinese Reader Textbook-1
References:

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

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 10 % 10
Midterms 1 % 35
Final 1 % 45
total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
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 13 0 4 52
Homework Assignments 10 0 7 70
Midterms 1 0 1 1
Final 1 0 1 1
Total Workload 124