Digital Game Design (English)
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: DIL636
Course Name: Chinese 4
Semester: Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition: DIL635 - Chinese 5
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) 4st 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 change
money, describe a place one has visited, borrow or return books, make a new
friend, comparing things, buying clothes, going to the post office, describing
things, talking about hobbies, present perfect, asking for reasons and welcoming
the New Year .

Learning Outcomes

The students who have succeeded in this course;
1) The student can understand a text including abstract terms and figure out indirect expressions.
2) The student can express his/her ideas fluently.
3) The student can use the target language for academic purpose beside daily conversation.
4) The student can write an article or text in a well-organized and structured way.

Course Flow Plan

Week Subject Related Preparation
1) 15.UNIT She went to Shanghai.  New words  The complement of state-1  Particle ‘了’ confirming the compketion or realization of smonething  Reduplication of the verb  Numeration for numvers from 100-10,000 New Practical Chinese Reader Textbook-2
2) 15.UNIT She went to Shanghai.  Saying hello  Confirming that something has happened  Commenting on one’s actions  Changing money at the bank  Describing a place one has visited  Methods of constructing Chinese characters-1 New Practical Chinese Reader Textbook-2
3) 16.UNIT I forgot it.  New words  The pronoun “自己”  The simple directional comolement  The “把” sentence-1  The time-measure complement-1 New Practical Chinese Reader Textbook-2
4) 16.UNIT I forgot it.  Filling out forms  Borrowing books  Returning books  Making new friends  Leaving and coming back in a moment  Methods of constructing Chinese characters-2 New Practical Chinese Reader Textbook-2
5) 17.UNIT This dress is prettier than that one.  New words  The combined usage of particle “了” with particle “了”  Particle “了” to express an extent or degree  Verbs “来、去、到,etc.” With time-measure complement New Practical Chinese Reader Textbook-2
6) 17.UNIT This dress is prettier than that one.  The “的” phrase-1  Comparison using the preposition “比” -1  The complement of quantity  Describing things New Practical Chinese Reader Textbook-2
7) 17.UNIT This dress is prettier than that one.  Comparing things  Buying clothes  Methods of constructing Chinese characters-3 New Practical Chinese Reader Textbook-2
8) MIDTERM Başarının Yolu 1-2 Road to Success 1-2
9) 18.UNIT I understood it, but I forgot.  New words  The measure word Ā些āand preposition “往”  The pronoun “咱们” and ”大家”  The resultative complement  The “把” and “是” sentences New Practical Chinese Reader Textbook-2
10) 18.UNIT I understood it, but I forgot.  At the post office  Discribing things  Uncertainty  Reminding  Taking the bus  Methods of constructing Chinese characters-4 New Practical Chinese Reader Textbook-2
11) 19.UNIT Chinese painting is not like oil paiting  New words  The structure “还没˄有˅+ V+ 呢”  Ā好ā as a resultative complement  Question with “是不是” -2  The structdure Ā来+ V/VPā  The time-measure complement-2 New Practical Chinese Reader Textbook-2
12) 19.UNIT Chinese painting is not like oil paiting  Using “跟……˄不˅一样” to make a comparison  Sentences with serial verb phrases -2: means or manner  Saying goodbye  Comparing things  Talking about hobbies  Expressing a duration of time  Methods of constructing Chinese characters-5 New Practical Chinese Reader Textbook-2
13) 20.UNIT New year  New words  The construction “因为……所以……,或者,……的时候”  Elliptical questions with “呢”-2  Adverbs “又” and “再” -1 New Practical Chinese Reader Textbook-2
14) 20.UNIT New year  The six basic functional components of a Chinese sentence  Sentences with a verbal predicate -1  Asking for reasons  Hurrying somebody up  New Year’s greetings  Methods of constructing Chinese characters-6 New Practical Chinese Reader Textbook-2
15) FINAL New Practical Chinese Reader Textbook-2
16) FINAL New Practical Chinese Reader Textbook-2

Sources

Course Notes / Textbooks: New Practical Chinese Reader Textbook-2
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