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 |
MBG2004 | Computation for Biological Sciences II | 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): |
Prof. Dr. SÜREYYA AKYÜZ |
Course Objectives: | This class intended to provide advanced information to computational tools for biology. |
The students who have succeeded in this course; 1. Learn important biological data sources. 2. Evaluate the results of biological analysis statistically and mathematically. 3. Learns how to use various tools to evaluate genome sequencing data. 4. Learn basic level Matlab. |
Sequence data, searching and alignment, structural data, genome sequencing, genome analysis, genetic variation, gene and protein expression, and biological networks and pathways. |
Week | Subject | Related Preparation |
1) | Advanced sequencing data analysis | |
2) | Genome alignment I | |
3) | Genome alignment II | |
4) | Structural data | |
5) | Genome sequencing | |
6) | Genome analysis I | |
7) | Genome analysis II | |
8) | Advanced genetic variation analysis I | |
9) | Advanced genetic variation analysis II | |
10) | Biological networks I | |
11) | Biological networks II | |
12) | Biological pathways I | |
13) | Biological pathways II | |
14) | Biological pathways III |
Course Notes / Textbooks: | Ders notları haftalık olarak verilecektir. Course material will be provided weekly. |
References: | Computational Biology Series Editors: Dress, A., Linial, M., Troyanskaya, O., Vingron, M. ISSN: 1568-2684 |
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. |