PTR4068 Assistive TechnologiesBahçeşehir 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
PTR4068 Assistive Technologies Spring 2 0 2 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: Hybrid
Course Coordinator : Assoc. Prof. HASAN KEREM ALPTEKİN
Recommended Optional Program Components: None
Course Objectives: This course aims to present the knowledge and decision making skills to the students on the assistive technology needs of the people with disabilities.

Learning Outcomes

The students who have succeeded in this course;
1. To be able to decide assistive technology in the direction of the needs of the people with disabilities.
2. To acquire the ability to identify basic concepts of assistive technology.
3. To be able to explain robot-assisted rehabilitation systems.
4. To determine the World Health Organization - International Classification of Function (WHO-ICF) in the concept of assisive technology.

Course Content

This course provides the student with learning the principle concepts on assistive technology, the ways to support people with disabilities in the concept of rehabilitation engineering in house, society, school or work places to upgrade their functional and cognitive skills, including the topics below.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to assistive technology and rehabilitation engineering
2) World Health Organization - International Classification of Functioning (WHO-ICF)
3) Decision making in assistive technology
4) Robotic therapy in physiotherapy and rehabilitation
5) Principles of biomedical engineering in assistive technology
6) Commercial assistive technology products, sensor applications and design considerations of assistive technology devices
7) Mid term
8) Robotic assisted rehabilitation systems
9) Computer accessibility tools, sensory aids, mobile devices, activity monitoring
10) Exoskeletons and robotic locomotion
11) Student studies in assistive technology
12) Stimulation of vagus nerve, innovation of new products and technology development
13) Student studies in assistive technology
14) Student studies in assistive technology

Sources

Course Notes / Textbooks: Haftalık olarak verilecektir. - Will be given weekly.
References: 1. WHO (2001) International Classification of Functioning, Disability and Health (ICF). Geneva: World Health Organization
2. Henderson, S., Skelton, H. & amp; Rosenbaum, P. (2008). Assistive Devices for Children with Functional Impairments impact on child and Caregiver Function. Developmental Medicine & Child Neurology, 50: 89–98 
3. LoPresti, E.F., Mihailidis, A. & Kirsch, N. (2004) Assistive Technology for Cognitive Rehabilitation: State of the Art. Nurophysiological Rehabilitation, 14 (1/2), 5–39
4. Assistive Technology Decision Tree by UnumProvident (1999) http://www.microsoft.com/enable/download/default.aspx#righttech.
Accsess time : 30 th may 2011.
5. Galvin, J. C., Scherer, M. J. (1996). Evaluating, Selecting, and Using Appropriate Assistive Technology. Maryland: An Aspen Publication

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 13 % 0
Midterms 1 % 40
Final 1 % 60
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 13 2 26
Study Hours Out of Class 14 9 126
Midterms 1 2 2
Final 1 2 2
Total Workload 156

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.