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: DIL674
Course Name: German 4
Semester: Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition: DIL673 - Almanca 3
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: E-Learning
Course Coordinator: Öğr. Gör. MERVE KESKİN
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: Students in the German program will develop in-depth content knowledge about German cultures, literatures, and linguistics, as well as advanced skills in the areas of intercultural competence, critical thinking, collaborative problem-solving, and language proficiency (speaking, listening, reading, and writing)
Course Content: Achieve functional proficiency in listening, speaking, reading, and writing. Recognize culture-specific perspectives and values embedded in language behavior. Decode, analyze, and interpret authentic texts of different genres. Produce organized coherent discourse in oral and written modes.

Learning Outcomes

The students who have succeeded in this course;
1) Students who successfully complete the course will be able to communicate in verbal and written language at a beginner's level; they will be able to read, understand basic German texts and communicate verbally

Course Flow Plan

Week Subject Related Preparation
1) Meet & Greet Introduction of the syllabus and curriculum
2) Unit 12 The customer is king
3) Unit 12 On the phone
4) Prepositions
5) Courtesy forms
6) Revision&Project
7) Midterm
8) Unit 13 New clothes
9) Unit 13 In the shopping mall
10) Unit 14 Festivities
11) Unit 14 Invitations
12) The Future
13) Revision&Project
14) Final

Sources

Course Notes / Textbooks: Schritte International 2 Kurs- und Arbeitsbuch
(Niveau A2/B1)

References: Inland security Öğrencilerin alanlarına yönelik gelişmeleri yakından takip edebilecekleri websiteleri, güncel makale ve araştırmalar.

Inland security protection websites, current articles and reviews.
websites, current articles and reviews.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

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
Homework Assignments 1 % 10
Midterms 1 % 30
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 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 4 1 50
Quizzes 1 2 1 3
Midterms 1 4 2 6
Final 1 4 2 6
Total Workload 169