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 |
GEP0432 | English for Specific Purposes I | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. PERİHAN DUYGU TEKGÜL AKIN |
Recommended Optional Program Components: | None |
Course Objectives: | 1. to identify the specific language 2. to demonstrate the language appropriate to the activities of the discipline in terms of grammar, lexis, register, study skills, discourse and genre |
The students who have succeeded in this course; 1. to guess unknown vocabulary from context 2. to use complex sentence structures and academic phrases 3. to identify the audience, tone, and purpose in specific language 4. to analyze coherence, cohesion, and unity in specific language 5. to summarize in specific language 6. to paraphrase in specific language 7. to apply rules and conventions of academic writing 8. to write a piece of writing in specific language |
ESP language skills based on the definition of CEFR C Level |
Week | Subject | Related Preparation |
1) | Introduction to the course requirements, syllabus, evaluation system and materials | Stated in the syllabus. |
2) | Stated in the syllabus. | |
3) | Stated in the syllabus. | |
4) | Stated in the syllabus. | |
5) | Stated in the syllabus. | |
6) | Stated in the syllabus. | |
7) | Stated in the syllabus. | |
8) | Stated in the syllabus. | |
9) | Stated in the syllabus. | |
10) | Stated in the syllabus. | |
11) | Stated in the syllabus. | |
12) | Stated in the syllabus. | |
13) | Stated in the syllabus. | |
14) | Stated in the syllabus. |
Course Notes / Textbooks: | Complied Course Materials, OUP and CUP materials, and Internet sources |
References: | Stated in the syllabus. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 10 | % 40 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 4 | 56 |
Homework Assignments | 14 | 1 | 14 |
Quizzes | 10 | 1 | 10 |
Midterms | 1 | 1 | 1 |
Final | 1 | 2 | 2 |
Total Workload | 125 |
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. |