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 |
GEP0307 | Maritime Culture and Amateur Seamanship | Fall | 3 | 0 | 3 | 4 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Course Lecturer(s): |
Dr. Öğr. Görevlisi DORA SUNGUNAY |
Recommended Optional Program Components: | none |
Course Objectives: | The aim of the course is to contribute to the spread of sea and maritime culture in Turkey. It is aimed to create widespread recognition and raise awareness and consciousness levels in order to ensure that more young people are interested in sea and maritime. It will be ensured that information is provided on the basic subjects of Amateur Seaman's License and Short Range Radio Operator Training. |
The students who have succeeded in this course; Students who can successfully complete this course; 1-Will contribute to the spread of maritime and sea culture in Turkey, 2-Will have the knowledge level to contribute to Turkey's maritime issues in their own profession, 3-Will increase their awareness and consciousness regarding maritime and sea, 4-Will reach the knowledge level to obtain an Amateur Seaman's License, 5-Will have information on Short Range Radio Operator Training, 6-Will have basic information to contribute to the spread of maritime and sea culture in Turkey, 7-Will increase awareness and consciousness levels by creating widespread recognition in order to ensure that more young people are interested in maritime and sea. |
Maritime history in Türkiye and the world, Turkish maritime sector, Cabotage rights and Turkish straits, who is a sailor?, basic amateur maritime information, boat information and maneuvers, map information and preventing collisions at sea, short-range radio communication at sea, safety at sea, National and international legislation. Teaching methods and techniques used in the course: narration, case study, individual and group work, observation, simulation will be used. |
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Course Notes / Textbooks: | Amatör Denizci El Kitabı - Hz: Sezar Atmaca Denizde Çatışmayı Önleme Tüzüğü Gemi Seyri – Nusret Belirdi Gemiler için Tıbbi Rehber Denizciler için sağlık rehberi IMO LSA Code SOLAS MARPOL Antik Çağda Denizcilik ve Gemiler, Lionel Casson Osmanlı'dan Cumhuriyet'e Denizciler, Serdar Başaran, Levent Düzcü Öğretim Üyesinin Hazırladığı Bilgi Notları |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 15 |
Presentation | 1 | % 15 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 3 | 39 |
Presentations / Seminar | 1 | 10 | 10 |
Homework Assignments | 1 | 15 | 15 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 107 |
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. |