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 |
MBG2003 | Computation for Biological Sciences I | Spring | 2 | 2 | 3 | 7 |
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 Lecturer(s): |
Assist. Prof. SERKAN AYVAZ Prof. Dr. SÜREYYA AKYÜZ |
Course Objectives: | This class intended to provide a general introduction to computational tools for biology. |
The students who have succeeded in this course; 1. Have learned important biological data sources. 2. Can evaluate the results of biological analysis statistically and mathematically. 3. Have learned how to use various tools to evaluate genome sequencing data. 4. Have learned basic level analyses in Matlab. |
Evaluation and analysis of general biological and genome sequencing data using related computational tools efficiently. |
Week | Subject | Related Preparation |
1) | Biological data | |
2) | Biyological databases | |
3) | Sequencing data | |
4) | Sequence alignment | |
5) | Genome sequencing data | |
6) | Genome assembly | |
7) | Genetic variation analysis I | |
8) | Genetic variation analysis II | |
9) | Gene expression analysis | |
10) | Microarray data analysis | |
11) | Mass Spec analysis | |
12) | Molecular modelling I | |
13) | Molecular modelling II | |
14) | Molecular modelling III |
Course Notes / Textbooks: | Ders notları verilecektir. Course notes will be supplied. |
References: | Computational Biology Series Editors: Dress, A., Linial, M., Troyanskaya, O., Vingron, M. ISSN: 1568-2684, 2009 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 10 |
Presentation | 1 | % 15 |
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 | 4 | 56 |
Study Hours Out of Class | 14 | 7 | 98 |
Presentations / Seminar | 5 | 4 | 20 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 178 |
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. |