MBG2003 Computation for Biological Sciences IBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
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
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.

Basic information

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 : Dr. Öğr. Üyesi ELIZABETH HEMOND
Course Lecturer(s): Dr. Öğr. Üyesi SERKAN AYVAZ
Prof. Dr. SÜREYYA AKYÜZ
Course Objectives: This class intended to provide a general introduction to computational tools for biology.

Learning Outcomes

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.

Course Content

Evaluation and analysis of general biological and genome sequencing data using related computational tools efficiently.

Weekly Detailed Course Contents

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

Sources

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

Evaluation System

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

ECTS / Workload Table

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

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) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.