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 |
GEP1822 | Logic I | Fall | 3 | 0 | 3 | 4 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | To make students to be acquainted with subject-matters and concepts of logic and to learn the way of thinking on those subject-matters and concepts. |
The students who have succeeded in this course; After successfully completing this course the student will be able •Recognises main problems of logic •Explains the relation between classic logic and other disciplines •Identify main concepts of philosophy and relation between them. •Thinks correct and consistently. •Describes the concept fully. •Improves mental execution. |
Concept, definition, predicables, proposition, reasoning, fallacies. Teaching methods and techniques used in the course are: lecture, reading, individual work, sample examination, problem solving and discussion. |
Week | Subject | Related Preparation |
1) | Definition of logic, arguments in daily life | |
2) | Logicalvalidity | Course notes |
3) | Reasoning | Course notes |
4) | Short history of logic | Course notes |
5) | Language and sentence | Course notes |
6) | Meaning and truth value | Course notes |
7) | Sentences and relation ship between them | Course notes |
8) | Midterm Exam | Course notes |
9) | Direct and indirect arguments | Course notes |
10) | Predicate logic | Course notes |
11) | Sentences form in predicatelogic | Course notes |
12) | Translations | Course notes |
13) | Modal sentences | Course notes |
14) | Modal reasoning | Course notes |
Course Notes / Textbooks: | Emiroğlu, İbrahim, Klasik Mantığa Giriş, Ankara 2004, |
References: | Öner, Necati, Klasik Mantık, Ankara 1991 Çapak, İbrahim, Gazali’nin Mantık Anlayışı, Ankara 2005 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 2 | % 20 |
Midterms | 1 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 2 | 26 |
Homework Assignments | 2 | 17 | 34 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 103 |
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. |