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 |
MBG4054 | Ecology | Spring | 3 | 0 | 3 | 6 |
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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ELIZABETH HEMOND |
Course Objectives: | The objective of this course is to introduce the fundamental concepts that define the field of ecology and to provide major ideas shaping modern ecology. |
The students who have succeeded in this course; 1. Define the fundamental concepts of ecology. 2. Discuss the ideas that shape modern ecology. 3. Discuss the models that describe ecological systems. 4. Analyze in reading, discussing, and synthesizing primary literature in ecology. 5. Discuss the impacts and importance of ecology on earth. 6. Discuss the significance of evolution, biodiversity and ecology. |
The interaction of organisms with their biological and physical environments, ecosystem concepts, environmental requirements of organisms, limiting factors, energy cycles in ecological systems, biogeochemical cycles, and principles of population ecology and community ecology. |
Week | Subject | Related Preparation |
1) | Ecology as a science; The Ecology-Evolution interaction | |
2) | The physical environment | |
3) | The organism and its environment/ Adaptations | |
4) | Populations I | |
5) | Populations II | |
6) | Species interactions I | |
7) | Species interactions II | |
8) | Overview | |
9) | Community ecology I | |
10) | Community ecology II | |
11) | Ecosystem ecology | |
12) | Biogeographical ecology | |
13) | Human ecology I | |
14) | Human ecology II |
Course Notes / Textbooks: | Course notes will be supplied. Elements of Ecology,Thomas M. Smith and Robert Leo Smith, 8th Edition, Benjamin Cummings, 2012 (ISBN 13: 9780321736079) |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 5 |
Presentation | 1 | % 20 |
Midterms | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 8 | 112 |
Presentations / Seminar | 1 | 2 | 2 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 160 |
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. |