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 |
GEP0011 | Health Literacy | 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: | English |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. SELDA POLAT |
Course Objectives: | The aim of this course is; to teach basic knowledge about Health Literacy (HL) and to gain skills for the use of this knowledge. Upon successful completion of this course, you will be able to |
The students who have succeeded in this course; Students who can successfully complete this course; 1-Knows the concepts of health-disease 2-Categorise the concept of health literacy 3-Use the information obtained about health literacy in daily life 4-Knows the concept of health promotion 5-Knows the ways of accessing the right information sources in the field of health |
This course aims to introduce the basic concepts of health literacy and to develop individuals' ability to understand, evaluate and use health-related information. Themes such as the role of health professionals, health literacy in relation to media, health literacy in the context of women's, children's and elderly health are discussed. In addition, the effects of health literacy on individual and community health are discussed. |
Week | Subject | Related Preparation |
1) | Course introduction Course syllabus will be explained in detail | |
2) | Explanation of concepts: Definition of Health Literacy General information and Importance | |
3) | Health Literacy Levels | |
4) | literature review and HL | |
5) | Health Professionals and HL | |
6) | Evaluation of Health Literacy in terms of Health Expenditures and Health Services Utilisation | |
7) | Patient Empowerment and HL | |
8) | MIDTERM | |
9) | Health Literacy in Risky Groups | |
10) | Health Literacy in terms of Women's Health | |
11) | Health Literacy in Children | |
12) | Health Literacy for Active Ageing | |
13) | Media and HL | |
14) | Evaluation of the course |
Course Notes / Textbooks: | 1.Sağlık iletişimi perspektifinde sağlık okuryazarlığı. Figen Sabırcan. [N.p.] : İstanbul. 2021. eBook. Language: Turkish , Veritabanı: eBook Collection (EBSCOhost) 2.Health Literacy : New Directions in Research, Theory and Practice. Logan, Robert A.; IOS Press; Siegel, Elliot R. Series: Studies in Health Technology and Informatics, volume 240. Amsterdam : IOS Press. 2017. eBook., Veritabanı: eBook Collection (EBSCOhost) 3.Health Literacy : Developments, Issues and Outcomes. Perry, Derek; Moore, Robert. Series: Public Health in the 21st Century. Hauppauge, NY : Nova Science Publishers, Inc. 2013. eBook., Veritabanı: eBook Collection (EBSCOhost) 4.Health literacy : breakthroughs in research and practice/ Information Resources Management Association, editor. Pennsylvania : IGI Global, 2017 PDFs (517 pages) : illustrations. Language: English, Veritabanı: Bahçeşehir Üniversitesi Kütüphanesi Katalogu 5.Health Literacy : A Prescription to End Confusion. Institute of Medicine; Board on Neuroscience and Behavioral Health; Committee on Health Literacy; David A. Kindig; Allison M. Panzer; Lynn Nielsen-Bohlman. Washington, D.C. : National Academies Press. 2004. eBook., Veritabanı: eBook Collection (EBSCOhost) |
References: | 1.Sağlık iletişimi perspektifinde sağlık okuryazarlığı. Figen Sabırcan. [N.p.] : İstanbul. 2021. eBook. Language: Turkish , Veritabanı: eBook Collection (EBSCOhost) 2.Health Literacy : New Directions in Research, Theory and Practice. Logan, Robert A.; IOS Press; Siegel, Elliot R. Series: Studies in Health Technology and Informatics, volume 240. Amsterdam : IOS Press. 2017. eBook., Veritabanı: eBook Collection (EBSCOhost) 3.Health Literacy : Developments, Issues and Outcomes. Perry, Derek; Moore, Robert. Series: Public Health in the 21st Century. Hauppauge, NY : Nova Science Publishers, Inc. 2013. eBook., Veritabanı: eBook Collection (EBSCOhost) 4.Health literacy : breakthroughs in research and practice/ Information Resources Management Association, editor. Pennsylvania : IGI Global, 2017 PDFs (517 pages) : illustrations. Language: English, Veritabanı: Bahçeşehir Üniversitesi Kütüphanesi Katalogu 5.Health Literacy : A Prescription to End Confusion. Institute of Medicine; Board on Neuroscience and Behavioral Health; Committee on Health Literacy; David A. Kindig; Allison M. Panzer; Lynn Nielsen-Bohlman. Washington, D.C. : National Academies Press. 2004. eBook., Veritabanı: eBook Collection (EBSCOhost) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Midterms | 1 | % 40 |
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 | 6 | 78 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 121 |
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. |