DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
ISL5621 | Presentation and Speech | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. SERKAN YEŞİLYURT |
Recommended Optional Program Components: | None |
Course Objectives: | This course has the aim of enabling individuals to make better and more efficient speeches. With this course, students will learn to become better presenters, becoming competent and persuasive speakers. Such talents will immensely benefit the individuals in their search for becoming leaders in politics, businesses and other fields. |
The students who have succeeded in this course; With this course,the student will acquire basic competencies of presentation, persuasion and efficient speaking. Such talents will immensely benefit the individuals in their search for becoming leaders in politics, businesses and other fields. |
Lively and efficient speaking will be studied in detail, which is needed in every fields of life. Also, concepts such as body language and creating a positive image will be analyzed and basic training will be given to students. |
Week | Subject | Related Preparation |
1) | Definition of oratory and presentation | Reading |
2) | Identifying and analyzing audience | Reading |
3) | Speaking Techniques I | Reading |
4) | Speaking Techniques II | Reading |
5) | Presentation techniques | Reading |
6) | Body language | Reading |
7) | Mid term | Reading |
8) | Image | Reading |
9) | Topophobia | Reading |
10) | Domain based speech I | Reading |
11) | Domain Based Speech II | Reading |
12) | Case Study | Reading |
13) | Case Study | Reading |
14) | Overview | Reading |
Course Notes / Textbooks: | HİTABET ‘KONUŞMA SANATI’ - NEJAT MUALLİMOĞLU ETKİLİ VE GÜZEL KONUŞMA SANATI - SIRRI ER KAZANDIRAN BEDEN DİLİ - Dr. ZÜLFİKAR ÖZKAN |
References: | SUNUM - BANU GÖKÇÜL |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Application | 13 | 48 |
Study Hours Out of Class | 14 | 81 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 175 |
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. |