COP4471 Huawei-Information Security ManagementBahçeşehir 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
COP4471 Huawei-Information Security Management Spring 3 0 3 6
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 TARKAN AYDIN
Course Lecturer(s): Dr. Öğr. Üyesi TEVFİK AYTEKİN
Course Objectives: "This course intends to provide an introduction to the increasingly important cyber security issues for academic students on an academic and sectoral basis. It is sustainable through a multidisciplinary approach and, in general, sectoral and technical concepts as well as administrative and political issues are examined in detail.

The course aims to ensure that the student programs and careers through case studies, assignments, readings, in-class presentations and exams have sufficient knowledge awareness and managerial competence to ensure that advanced research on information security policy and management is adequate as time progresses.

The students who take the course will concentrate on these areas by choosing two areas of expertise (Programming, Cloud Computing, Databases, Web, Operating Systems) within the course and they will gain sectoral and academic competence in the fields."

Learning Outcomes

The students who have succeeded in this course;
1) To provide effective security, basic concepts of cyber security, key applications and processes,
2) Security issues affecting networks include, but are not limited to, basic network building blocks (such as topologies, protocols, address transformations and services)
"3) Basic cryptology and why it is important for computer and information security,
4) The lack of software and the types of security vulnerabilities associated with them
5) How access controls and authentication methods are used to make systems more secure
"6) Explanations affecting operating systems and their management,
7) Creating and implementing a risk plan to manage security programs and processes,
8) The key elements of event management in information security, detection, recovery and recovery
9) To transform security into a critical business element for organizational purposes
10) The legal, ethical and regulatory issues shaping Polika development and security implementation,
11) The organizational and social costs of insecure software

Course Content

Computer and Information Security, Access Control and Cryptography, Security in Programs and Programming, Web-User Direction in Information Security, Security in

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to ınformation Security: What is Computer and Information Security? What are the Basic Concepts?
2) Authorization, Access Control and Cryptography
3) Programms and Programming I
4) Programms and Programming II
5) Web and Operating Systems
6) Networks I
7) Networks II
8) Database
9) Cloud Computing
10) Privacy
11) Management Methods and Incidents
12) Legal Issues and Ethics
13) Details of Cryptography
14) New Issues in Information Security

Sources

Course Notes / Textbooks: "Pfleeger, Charles P., Pfleeger, Shari L., and Margulies, Jonathan. Security in Computing 5th Edition. Upper Saddle River, NJ: Prentice Hall, 2015. Print ISBN:978-0-13-408504-3 (SC)
Rice, David. Geekonomics: The Real Cost of Insecure Software. Upper Saddle River, NJ: Pearson Education,
2008. Print ISBN: 978-0-32-21735973 (GS)"
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Application 2 % 15
Homework Assignments 5 % 15
Midterms 2 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 3 14 42
Application 2 10 20
Homework Assignments 5 5 25
Midterms 2 20 40
Final 1 25 25
Total Workload 152

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) 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.