TGT2013 Patient RightsBahçeşehir 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
TGT2013 Patient Rights Spring 2 0 2 3
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Instructor FIRAT KARA
Course Lecturer(s): Instructor FIRAT KARA
Recommended Optional Program Components: None
Course Objectives: Students are taught patient rights and aims of it.

Learning Outcomes

The students who have succeeded in this course;
The students passing this lesson successfully;

1- Explain aims, scope, resources and history of patient rights.
2- Indicate development of patient rights in Turkey and the World by his/her own words.

Course Content

This lesson contains definition, aims, scope and resources of patient rights.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Patients' Rights in the World I (Lisbon Declaration)
2) Patients' Rights in the World II (Amsterdam Declaration)
3) Bioethics Convention
4) Development of the Concept of Patient Rights in Turkey I
5) Development of the Concept of Patient Rights in Turkey II
6) Right to Information about Health Status
7) Right to Benefit from Health Services
8) MIDTERM
9) Obtaining Consent of the Patient I
10) Obtaining Consent of the Patient II
11) Patient's Right to Privacy
12) Protection of Patient Rights
13) Other Rights and Obligations of Patients, Liability and Legal Protection Ways
14) Case study on Patient Rights

Sources

Course Notes / Textbooks: Weekly distributed by the course lecturer.
References: 1- Hasta Hakları : Uluslararası Bildirgeler ve Tıp Etiği Çerçevesinde, Gürkan Sert, 2004

2- Özlü Tevfik, Hasta Hakları: Kuramsal Metinler, Felsefi Arka Plan ve Örnek Olgularla "Hakkınız Var Çünkü Hastasınız", Timaş Yayınları, 2004.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 40
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 2 26
Study Hours Out of Class 14 3 42
Midterms 1 1 1
Final 1 2 2
Total Workload 71

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.