Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI241 | ||||
Course Name: | Assistive Technology | ||||
Semester: | Spring | ||||
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. PINAR VAN DER VEER III | ||||
Course Lecturer(s): | Inst. Pınar VAN DER VEER III | ||||
Course Assistants: |
Course Objectives: | This course aims to present the knowledge and decision making skills to the students on the assistive technology needs of the people with disabilities. |
Course Content: | Introducing technological assistive devices designed to enable people with physical disabilities to perform their daily life, occupational and social activities due to systemic diseases, accidents, post-operative or congenital reasons. |
The students who have succeeded in this course;
1) The students are to learn the principle concepts on assistive technology, the ways to support people with disabilities in the concept of rehabilitation engineering in house, society, school or work places to upgrade their functional and cognitive skills. This course aims to present the knowledge and decision making skills to the students on the assistive technology needs of the people with disabilities. |
Week | Subject | Related Preparation |
1) | Introduction to assistive technology | |
2) | Assistive Technology for Positioning, Sitting and Mobility | |
3) | Exoskeletons | |
4) | Rehabilitation Robots | |
5) | Visual aids for visual impaired people | |
6) | Hearing aids for hearing impaired people | |
7) | Midterm Exam | |
8) | Reading aids | |
9) | Augmentative communication with computer and software technology | |
10) | Computer accessibility tools, sensory aids, mobile devices, activity monitoring | |
11) | Physical Education, Leisure, and Play assistive technology | |
12) | Smart houses | |
13) | Project developments and presentations | |
14) | Project developments and presentations |
Course Notes / Textbooks: | 1. Lesson Presentations 2. Assistive Technology in Special Education: Resources to Support Literacy, Communication, and Learning Differences by Joan L. Green (Author) 3rd Edition |
References: | 1. Lesson Presentations 2. Assistive Technology in Special Education: Resources to Support Literacy, Communication, and Learning Differences by Joan L. Green (Author) 3rd Edition |
Course Learning Outcomes | 1 |
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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 |
Presentation | 6 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
total | % 110 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 60 | |
total | % 110 |
Activities | Number of Activities | Workload |
Course Hours | 13 | 39 |
Study Hours Out of Class | 16 | 80 |
Quizzes | 2 | 2 |
Total Workload | 121 |