UNI084 Teaching English Language SkillsIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

Preview

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

Course Introduction and Application Information

Course Code: UNI084
Course Name: Teaching English Language Skills
Semester: Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
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: Dr. Öğr. Üy. ÜLKÜ KÖLEMEN
Course Lecturer(s): Dr. Öğr. Üy. ÜLKÜ KÖLEMEN
Course Assistants:

Course Objective and Content

Course Objectives: The course is designed to equip learners with;
● theoretical knowledge and practical skills about language skills
● skills to teach reading, listening, speaking, and writing for various educational levels.
● competencies for selecting, grading and developing instructional materials to teach language skills.
Course Content: Foreign language skills, foreign language sub-skills, approaches to teaching language skills, methods of teaching language skills, preparation of a language teaching lesson plan.

Learning Outcomes

The students who have succeeded in this course;
1) To be able to teach language skills to meet daily needs,
2) To be able to teach sub-skills related to language skills methodologically,
3) To develop language skill practice activities,
4) To be able to use the method of teaching skills by following the stages of preparation, development, and personalization

Course Flow Plan

Week Subject Related Preparation
1) Introduction: Nature of Language Importance and Functions of Language English Language Teaching: Approaches and Methodologies, Chp: 2
2) The World of English The Practice of English Language Teaching, Chp 1
3) Describing the English Language The Practice of English Language Teaching, Chp 2
4) Describing Learners The Practice of English Language Teaching, Chp 5
5) Describing Teachers The Practice of English Language Teaching, Chp 6
6) Describing Learning Contexts The Practice of English Language Teaching, Chp 7
7) Midterm
8) Popular Methodologies in Teaching Language Skills The Practice of English Language Teaching, Chp 4
9) Educational Technology and Other Learning Resources Issues in Language Learning The Practice of English Language Teaching, Chp 11
10) Educational Technology and Other Learning Resources Teaching Grammar The Practice of English Language Teaching, Chp 11 & 13
11) Teaching Vocabulary Teaching Pronunciation The Practice of English Language Teaching, Chp 14 & 15
12) Mistakes and Feedback Grouping Students The Practice of English Language Teaching, Chp 8 & 10
13) Teaching Language Skills The Practice of English Language Teaching, Chp 16
14) Reading Writing Speaking Listening The Practice of English Language Teaching, Chp 17-20

Sources

Course Notes / Textbooks: ● Harmer, J. (2007) The Practice of English Language Teaching (4th Edition) Pearson, Longman, ISBN: 1405853115, 9781405853118
● Arora Navita (2012) English Language Teaching: Approaches and Methodologies. McGraw Hill Companies. ISBN (13 digit): 978-0-07-107814-6
● Ur, P. (2012). A course in English language teaching. Cambridge: Cambridge University Press.
References: ● Harmer, J. (2007) The Practice of English Language Teaching (4th Edition) Pearson, Longman, ISBN: 1405853115, 9781405853118
● Arora Navita (2012) English Language Teaching: Approaches and Methodologies. McGraw Hill Companies. ISBN (13 digit): 978-0-07-107814-6
● Ur, P. (2012). A course in English language teaching. Cambridge: Cambridge University Press.

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 1 % 10
Midterms 1 % 40
Final 1 % 50
total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 13 39
Study Hours Out of Class 13 65
Presentations / Seminar 2 6
Quizzes 3 3
Midterms 1 1
Final 1 1
Total Workload 115