Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI130 | ||||
Course Name: | Occupational Health and Social Security | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
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. ESRA ÇALIŞKAN | ||||
Course Lecturer(s): | Neslihan Türkoğlu | ||||
Course Assistants: |
Course Objectives: | It is aimed to teach the concepts of occupational safety, danger and risk, to realize the risk factors, to develop the sensitivity to the concept of danger, to create an occupational safety culture, to learn preventive actions in order to reduce the causes of occupational accidents by examining them. |
Course Content: | Basic Concepts of Occupational Health and Safety, Risk Factors and Types, Surveillance of the Environment, Causes of Work Accidents and Occupational Diseases, Preventive Measures and Occupational Safety Culture |
The students who have succeeded in this course;
1) Learns the concepts of danger and risk, 2) Learns risk factors and types, 3) Knows the situations and factors that can cause work accidents and occupational diseases, 4) Knows workplace occupational safety organizations and adopts occupational safety culture. |
Week | Subject | Related Preparation |
1) | Information on the Method of Conducting the Course, Importance of Occupational Safety, Full Well-Being, Purpose of Occupational Safety Studies, Definition of Occupational Safety and Occupational Accident, Its Elements, Occupational Accidents in the World and Turkey | - |
2) | History, International Organizations, Causes of Accidents, Safe and Unsafe Behaviors, Examples of Work Accidents | - |
3) | Attention and Human Factor, Information on Legislation | - |
4) | Hazard and Risk Concepts, Risk Factors, Risk Assessment | - |
5) | Organization of Occupational Health and Safety at Work, Determination of Workplace Hazard Level | - |
6) | Occupational Health and Safety Measures to be Taken in Workplaces and Buildings | - |
6) | Occupational Health and Safety Measures to be Taken in Workplaces and Buildings | - |
7) | Occupational Health and Safety Measures to be Taken in Workplaces and Buildings | - |
8) | Midterm | - |
9) | Emergency Management, Fire Protection | - |
10) | Ergonomics and 5 S Workplace layout | - |
11) | Occupational Diseases, Hospital Disaster Plans | - |
12) | OHSAS 45001, Risk Assessment in Apartments and MAINTENANCE/REPAIR OF Elevators | - |
13) | Occupational Hygiene, Protective Equipment and Marking in Occupational Safety, Warning | - |
14) | Safety Culture | - |
15) | Final exam | - |
Course Notes / Textbooks: | Dersin hocasının önerdiği kaynaklar |
References: | Resources suggested by the course instructor |
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 |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 13 | 39 |
Presentations / Seminar | 12 | 36 |
Homework Assignments | 12 | 36 |
Midterms | 1 | 3 |
Final | 1 | 3 |
Total Workload | 117 |