ANZ2011 Anesthesia TechnologyBahçeşehir 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
ANZ2011 Anesthesia Technology Fall
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 : Dr. Neslihan Bektaş
Recommended Optional Program Components: Anestesia Center
Course Objectives: Student can prepare and use the anaesthesia apparatus and accessory equipment.

Learning Outcomes

The students who have succeeded in this course;
To prepare the anaesthesia apparatus
To use the anaesthesia apparatus
To prepare the air-way equipment
To prepare the apparatus and tools used in anaesthesia
To provide the maintenance of the anaesthesia apparatus

Course Content

Anesthesia equipment and parts, medical gas supplies, spare gas cylinders, use and control of the anesthesia machine shutdown, fiber optic materials, PC to prepare

Weekly Detailed Course Contents

Week Subject Related Preparation
1) TECHNOLOGY OF ANESTHESIA
2) ANESTHESIA MACHINE AND EQUIPMENTS
3) MONITORING METHODS
4) MECHANICAL VENTILATION AND RESPIRATION MODS
5) MECHANICAL VENTILATION AND RESPIRATION MODS
6) CENTRAL VENOS CATHETER AND ARTERIAL CATHETER MONITORING
7) MIDTERM
8) BLOOD GASE MACHINE AND BLOOD GASE ASSESMENT
9) ECMO
10) SWAN GANZ CATHETER
11) PICCO
12) DEFIBRILATOR, ICD AND PACEMAKER
13) ELECTRO CONVULSIVE THERAPY AND ANESTHESIA
14) REVIEW

Sources

Course Notes / Textbooks: Ders notları haftalık olarak verilecektir./Course Notes will be deliver weekly.
References: İnternet Kaynakları/İnternet

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 1 1
Total Workload 70

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.