GAD3019 GamificationBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
GAD3019 Gamification Spring 3 0 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi ÇAKIR AKER
Course Lecturer(s): Dr. Öğr. Üyesi ÇAKIR AKER
Course Objectives: Teach the main principles of the field of Artificial Intelligence. The Students will become familiar at least one (LISP) popular AI language and implement a number of small projects on the covered topics.

Learning Outcomes

The students who have succeeded in this course;
The students who have succeeded in this course;
1) Program AI problems in LISP or Java
2) List knowledge representation methods in AI
3) Apply known AI techniques to real world problems
4) Find out new methods to improve his/her knowledge.

Course Content

Throughout this course, students will have a deep understanding of artificial intelligence algorithms and their use. Students will follow up to date information and developments during the course and examine artificial intelligence and fields of use

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Intelligent Agents
2) Searching and problem solving
3) Search Methods
4) Game Play
5) Reasoning Logically I
6) Reasoning Logically II
7) First-Order Logic
8) Knowledge Bases
9) Planning and acting
10) Uncertainty and reasoning
11) Learning
12) Project Overview
13) Project Polishing
14) Final Project Presentations

Sources

Course Notes / Textbooks: Artificial Intelligence: A Modern Approach (3rd ed.), Stuart Russell & Peter Norvig, 2010.
References: ANSI Common Lisp, Paul Graham, 1996.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Application 1 % 10
Presentation 1 % 20
Project 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 2 3 6
Study Hours Out of Class 12 6 72
Midterms 1 3 3
Final 1 3 3
Total Workload 126

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) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. 2
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 2
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. 5
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. 4
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 5
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 1
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 3
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 3
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 1
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. 1
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 1
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. 1