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 |
ANZ2011 | Anesthesia Technology | Spring | 2 | 0 | 2 | 3 |
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 : | Dr. Neslihan Bektaş |
Recommended Optional Program Components: | Anestesia Center |
Course Objectives: | Student can prepare and use the anaesthesia apparatus and accessory equipment. |
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 |
Anesthesia equipment and parts, medical gas supplies, spare gas cylinders, use and control of the anesthesia machine shutdown, fiber optic materials, PC to prepare |
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 |
Course Notes / Textbooks: | Ders notları haftalık olarak verilecektir./Course Notes will be deliver weekly. |
References: | İnternet Kaynakları/İnternet |
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 |
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 |
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. |