BME2063 BiomaterialsBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
BME2063 Biomaterials Fall
Spring
3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi İREM DEMİRKAN
Course Lecturer(s): Dr. Öğr. Üyesi BURCU TUNÇ ÇAMLIBEL
Recommended Optional Program Components: None
Course Objectives: The goal of this course is,
- to teach what the field of biomaterials encompasses,
- to review principles from general chemistry,
- to teach the chemistry and engineering skills needed to solve challenges in the biomaterials and tissue engineering area
- to teach the types of biomaterials, the interactions between the body tissues and biocompatible materials, the production techniques, and the future trends

Learning Outcomes

The students who have succeeded in this course;
- The students who have succeeded in this course will;
1) Understand the fundamental properties of biomaterials and biocompatibility,
2) Understand different types of bonding and how these are oganized into material subunits for metal, ceramics and polymers,
3) Understand the molecular mechanisms behind the mechanical properies for each class of materials as well as the principles behind the events that stengthen and weaken biomaterials,
4) Understand the surface properties, toxicity and material characterization techniques,
5) Understand molecular mechanisms behind environmental degradation of metals, ceramics, and polymers in the human body.
6) Understand why the study of biomaterials is an important aspect of the educational background of the biomedical engineer, and be able to make research and present their studies related to biomaterials science.

Course Content

Basic concepts of biomaterials science, the structure of metals, ceramics, polymers and composite biomaterials, biocompatibility, corrosion and degradation of biomaterials, surface properties of biomaterials.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to basic concepts of biomaterials sciences and classes of materials used in medicine none
2) Atomic Structure and Interatomic Bonding None
3) The Structure of Crystalline Solids None
4) Imperfections in Solids, Diffusion None
5) Mechanical Properties of Metals None
6) Dislocations and Strengthening Mechanisms
7) Failure, Phase Diagrams None
8) Applications and Processing of Metal Alloys, Metallic Implant Materials None
9) Structure and Characteristics of Ceramics, Applications and Processing of Ceramic, Ceramic Implant Materials None
10) Polymer Structures, Characteristics, Applications and Processing, Polymeric Implant Materials None
11) Composites as Biomaterials None
12) Surface Properties of Biomaterials and Material Characterization Methods None
13) Corrosion and Degradation of Biomaterials, Electrical Properties, Magnetic Properties, Thermal Properties, Optical Properties None
14) Biocompatibility and biocompatibility Testing of Biomaterials

Sources

Course Notes / Textbooks: Biomaterials Science: An Introduction to Materials in medicine", Rattner BD, Hoffman AS, Schoen FJ, and Lemons JE, eds., 2nd ed., Elsevier Academic Press, San Diego, CA, 2004.



References: Biomaterials, an Introduction by Park and Lakes, Springer, Third ed., 2007
Biomaterials, The Intersection of Biology and Materials Science by Temenoff and Mikos, Pearson, 2008

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Project 1 % 30
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 30
PERCENTAGE OF FINAL WORK % 70
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 4 56
Presentations / Seminar 1 1 1
Project 1 27 27
Midterms 1 2 2
Final 1 2 2
Total Workload 130

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.