TRK101 Turkish Language 1Istinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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

Course Introduction and Application Information

Course Code: TRK101
Course Name: Turkish Language 1
Semester: Fall
Course Credits:
ECTS
2
Language of instruction: Turkish
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: Doç. Dr. FEYZİ ÇİMEN
Course Lecturer(s): Doç. Dr. FEYZİ ÇİMEN
Öğr. Gör. TUĞÇE YILDIRIM
Course Assistants:

Course Objective and Content

Course Objectives: To create language awareness, to encourage students to read, to introduce the richness, rules and characteristics of Turkish; to develop students' interests and comprehension (listening comprehension, reading comprehension), explaining (speaking, writing) skills, critical thinking and to research.
Course Content: The relationship between language and thought, the relationship between language and culture, the importance of language in social life, the languages of the world and the place of Turkish among these languages; Turkish situation and problems; Turkish spelling rules; effective reading and listening; general rules of written and oral expression; intellectual order, paragraph and forms of expression; official correspondence.

Learning Outcomes

The students who have succeeded in this course;
1) Can recognize the features of written language.
2) Can use the correct use of the punctuation marks.
3) Can create a writing plan, main idea and ancillary ideas.
4) Can examine the parts of the paragraph.
5) Can correct the incoherency in sentences

Course Flow Plan

Week Subject Related Preparation
1) Introducing the content of Turkish language course and related resources Review of resources
2) Definition of language, language-thought relationship, language-culture relationship, the importance of language in social life World languages ​​and The place of Turkish among these languages, features Her Yönüyle Dil p. 50-68
3) The situation and problems of contemporary Turkish Relevant place of Türkçe Sorunları Kılavuzu and lecture notes I
4) The situation and problems of contemporary Turkish Relevant places of the Türkçe Sorunları Kılavuzu and lecture notes I
5) Turkish spelling rules Türkçe Sorunları Kılavuzu
6) Turkish spelling rules Türkçe Sorunları Kılavuzu
7) Turkish spelling rules Türkçe Sorunları Kılavuzu
8) Midterm exam Preparation for the exam
9) Active reading and listening Modern Araştırmacı p. 45-87, lecture notes II
10) General rules of written and oral expression Modern Araştırmacı Sections 2, 5 and 6
11) General rules of written and oral expression Modern Araştırmacı Sections 7 and 8
12) Intellectual order, paragraph and expression styles Modern Araştırmacı Section 9
13) Official correspondence: petition, abstract, business letter, report, record Lecture notes III
14) Application studies on subjects Exercises on the given examples
15) Application studies on subjects Exercises on the given examples
16) Final exam Preparation for the exam

Sources

Course Notes / Textbooks: Alpay, Necmiye, Türkçe Sorunları Kılavuzu, İstanbul: Metis Yayınları, 2004. Alpay, Necmiye. Dilimiz, Dillerimiz, İstanbul: Metis Yayınları, 2007.
References: Barzun, Jacques ve Henry F. Graff. Modern Araştırmacı. Çev. Fatoş Dilber. Ankara: TÜBİTAK Popüler Bilim Kitapları, 2001. Hepçilingirler, Feyza. Öğretenlere ve Öğrenenlere Türkçe Dilbilgisi. İstanbul: Remzi Kitabevi, 2005. Her Yönüyle Dil: Ana Çizgileriyle Dilbilim, Ankara: TDK Yayınları, 2003. Yazım Kılavuzu, Türk Dil Kurumu. Ankara, 2005. Türkçe Sözlük, Türk Dil Kurumu. Ankara, 2009.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

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
Homework Assignments 7 % 20
Midterms 1 % 20
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 Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 14 16 224
Homework Assignments 7 0 0
Midterms 1 0 0
Final 1 0 0
Total Workload 224