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 |
GEP0437 | Latin I | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Latince |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Course Lecturer(s): |
Instructor SEMA SEVİNÇ BAYKAL |
Course Objectives: | Latin is an ancient language that is the syntactical and semantic root of all Romance languages today, as well as the etymological source for the vast majority of scientific and cultural lingua franca that we use. This course is designed for students from all academic backgrounds and is meant to introduce students with no previous experience with Latin to the Latin language. The objectives for this class are to understand how Latin works and to begin reading Latin texts. We will strive to begin both projects simultaneously. Latin is meaningful both for the quality and delight that Latin literature provides, and for the excitement of “solving” the puzzle of how words relate to each other grammatically. |
The students who have succeeded in this course; The students who succeeded in this course 1) to further develop students’ understanding of the Latin language for reading purposes (receptive skills) 2) to further develop students’ active use of Latin language (productive skills) 3) to further develop an understanding of the history and culture of Roman civilisation 4) to strengthen their inquiry-based researches about Latin culture 5)They will be able to distinguish where common words and expressions come from, how they are used, and their meanings. |
Since Latin is not a spoken language, the course will be more grammar-oriented. Word structures, similarities with Western languages, and the origin of words will be studied. The history of Latin will be touched upon and the areas in which it is used in our daily lives will be underlined. Teaching methods and techniques used in the course are: lecture, individual work, reading, observation and use of digital resources. |
Week | Subject | Related Preparation |
1) | Latincenin tarihçesi, kullanım alanları Latin Dili hakkında genel bilgiler | |
2) | Latin pronunciation rules Verbum “esse” (to be) General information about the Latin Language | |
3) | 1.declinatio words and noun cases Introduction to grammar rules, learning the gender of words, singular, plural | |
4) | “Casus”s, Turkish equivalents of the noun cases. Introduction to sentence structures.“Casus”s, Turkish equivalents of the noun cases. Introduction to sentence structures. | |
5) | 1st group adjectives, adjective phrases. 1. and 2. Coniugatio verbs Translation studies from Latin to Turkish | |
6) | Numbers, examples of aphorisms Reading, comprehension and translation exercises | |
7) | Translation studies on some complements and prepositions | |
8) | Midterm Week | |
9) | 3. and 4. Coniugatio verbs Sentence translations | |
10) | 2.coniugatio verbs Reading, comprehension, translation studies | |
11) | Exam questions will be reviewed. general repetition | |
12) | Imperative mood (Imperativus) Minerva (Athena) 2.declinatio words Translation and mythology | |
13) | 2.continue declinatio Diana (Artemis) Translation and mythology | |
14) | General Overview |
Course Notes / Textbooks: | |
References: | Wheelock’s Latin, Frederic M. Wheelock (rev. Richard A. Lafleur), 6th ed. Collins Reference, 2000. Workbook for Wheelock’s Latin, Paul T. Comeau and Richard A. Lafleur, 3rd ed. Collins Reference, 2000 38 Latin Stories, Anne H. Groton, James M. May, 5th ed. Bolchazy Carducci Pub, 1998. Floyd L. Moreland and Rita M. Fleischer, Latin: An Intensive Course. University of California Press, 1990. Pocket Oxford Latin Dictionary, James Morwood (ed.), Oxford, 2005. http://jimithekewl.com/latince-gramer/ |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 10 |
Homework Assignments | 1 | % 10 |
Midterms | 1 | % 30 |
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 | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 3 | 39 |
Homework Assignments | 1 | 15 | 15 |
Quizzes | 1 | 20 | 20 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 117 |
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. |