DIL101 General English 1Istinye 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: DIL101
Course Name: General English 1
Semester: Fall
Course Credits:
ECTS
2
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Compulsory Courses
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: Eğitim Danışmanı GÜLŞAH ERDAŞ
Course Lecturer(s): Öğr. Gör. ÖZLEM SALI
Eğitim Danışmanı GÜLŞAH ERDAŞ
Course Assistants:

Course Objective and Content

Course Objectives: General English 1 is an e-learning course which aims to equip students with A1 level English language and basic communication abilities in English.
Course Content: Students will be able to use basic daily expressions, to introduce themselves and second and third person, to ask and answer personal questions.

Learning Outcomes

The students who have succeeded in this course;
1) Students will be able to tell the main idea of a text in Beginner level.
2) Öğrenciler sık kullanılan çok temel deyimleri ve günlük ifadeleri anlayabilir ve çoğunu kullanabilir. Students will be able to understand frequently used basic expressions and daily language and use most of them in their daily lives.
3) Students will be able to introduce themselves and other people and they will be able to write sentences in basic level to introduce themselves.
4) Students will be able to communicate in basic level on the condition that they get help from the interlocutor who speaks slow and comprehensible way.

Course Flow Plan

Week Subject Related Preparation
1) Jobs, Plurals, This / That Material prepared by the course teacher.
2) Countries and nationalities Verb to be Giving personal information Telling the time / Days Material prepared by the course teacher.
3) Verb to be Wh questions Simple Present, affirmative, negative, question structure and WH questions Adverbs of Frequency Material prepared by the course teacher.
4) Connecting ideas with and, but, because Expressing hobbies Ordering food and drinks Material prepared by the course teacher.
5) Members of family HAve/has got Some/Any Material prepared by the course teacher.
6) Object pronouns a/an/the Material prepared by the course teacher.
7) Asking and answering for directions There is / are Furniture parts of a house Material prepared by the course teacher.
8) Midterm exam
9) Prepositions of place Present Continuous Tense Material prepared by the course teacher.
10) Months of the year, dates and seasons Can/Can't Material prepared by the course teacher.
11) Prepositions of time Simple Past Tense Material prepared by the course teacher.
12) be going to Everyday expressions: At the Chemist's Material prepared by the course teacher.
13) Vocabulary for food Countable and uncountable Nouns Some/any How much / How many Material prepared by the course teacher.
14) General Review Material prepared by the course teacher.
15) Final exam
16) Final exam

Sources

Course Notes / Textbooks: Ders öğretmenlerinin hazırladığı materyal kullanılmaktadır.
References: Material prepared by teachers of the program.

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
Midterms 1 % 40
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 13 26
Study Hours Out of Class 13 13
Total Workload 39