Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | DIL646 | ||||
Course Name: | Arabic 6 | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: |
DIL645 - Arabic 5 |
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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. NOORHAN QASIM MOHAMMED AL-ANI |
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Course Assistants: |
Course Objectives: | This course aims to improve beginner students' basic Arabic grammar and communication skills. Specifically, it focuses on teaching the use of modern Arabic in daily life while improving students' reading, writing, listening, speaking and vocabulary skills. |
Course Content: | This course covers improving basic effective communication skills through reading, writing, speaking and listening. It also covers cultural beliefs, values and various aspects of everyday life in Arabic speking countries. |
The students who have succeeded in this course;
1) Students can understand everything that they listen to and read. 2) Students can summarize and synthesize the information they obtain from different written and oral sources and present a discussion on these sources in a fluent and natural way. 3) Students can express themselves fully by using a fluent, natural and understandable language. 4) Students can benefit from subtle differences in meaning when expressing themselves in complex situations. 5) Students can write fluent and complex reports, articles or compositions describing a problem or event, or a critical evaluation of literary works. |
Week | Subject | Related Preparation |
1) | School and university / Talking about subjects | |
2) | Talking about the news / Broadcasting | |
3) | Arabic on the Worlwide Web | |
4) | Comparing media | |
5) | Talking about weather and climate | |
6) | Holiday Plans / Future Tense | |
7) | Talking about the possibilities | |
8) | Midterm Exam | |
9) | Talking about the body | |
10) | Learning the illnesses | |
11) | Learning different cultures | |
12) | Film genres | |
13) | Talking about the past habits | |
14) | Revision Week | |
15) | Final Exam | |
16) | Final Exam |
Course Notes / Textbooks: | Bu derste yukarıda belirtilen amaçlara ulaşmak ve öğrencilere temel Arapça becerilerini kazandırmak amacıyla, ders kitabı olarak Modern Arabic Books kullanılmaktadır. - To achieve the aims mentioned above and help students gain basic Arabic skills, modern Arabic Books are used as the Course Book in this course. |
References: | Modern Arabic Books kitaplarına ek olarak ekstra okuma ve dinleme materyalleri dersi veren öğretim görevlisi tarafından hazırlanıp kullanılmıştır. - In addition to Modern Arabic Books, extra reading and listening materials are prepared and used 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 | 4 | 4 | 4 | 32 | |||
Application | 4 | 4 | 4 | 32 | |||
Study Hours Out of Class | 4 | 4 | 4 | 32 | |||
Presentations / Seminar | 1 | 3 | 1 | 4 | |||
Project | 1 | 3 | 1 | 4 | |||
Homework Assignments | 10 | 3 | 1 | 40 | |||
Quizzes | 1 | 2 | 1 | 3 | |||
Midterms | 1 | 4 | 2 | 6 | |||
Final | 1 | 4 | 2 | 6 | |||
Total Workload | 159 |