DYZ2008 Surgical DiseasesBahçeşehir 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
DYZ2008 Surgical Diseases 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 ZEYNEP GÜL
Course Lecturer(s): Dr. Öğr. Üyesi BABEK TABANDEH
YASEMİN ŞABABLI OKAN
Dr. Neslihan Bektaş
Recommended Optional Program Components: Dialysis Centers
Course Objectives: The lesson aims to teach fundamental principles of surgery, surgical diseases.

Learning Outcomes

The students who have succeeded in this course;
The students at the end of this lesson;

1- Describe the principles of surgical care.
2- Describe sutural technics.
3- Apply episiotomy.

Course Content

This lesson contains basic care principles, pre-operative,post-operative care, surgical diseases.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Surgery
2) General Surgery I
3) General Surgery II
4) Gynecology and Obstetrics
5) Urology
6) Pediatric Surgery
7) Ear Nose Throat Application
8) Otorhinolaryngology II
9) Plastic and Reconstructive Surgery
10) Orthopedics and Traumatology
11) Brain and Nerve Surgery
12) Thoracic and Cardiovascular Surgery
13) Eye Diseases and Surgery
14) Pelvik Floor Surgery and Care, Episiotomy, an overview

Sources

Course Notes / Textbooks: Ders not ve çıktıları haftalık verilecektir.
Weekly distributed by the course lecturer.
References:

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 14 2 28
Study Hours Out of Class 14 2 28
Homework Assignments 3 5 15
Quizzes 1 1 1
Midterms 1 1 1
Final 1 2 2
Total Workload 75

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.