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 |
GEP0371 | Aviation Security | 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. TÜZÜN TOLGA İNAN |
Course Objectives: | This training is set at an advanced level and is intended to cover all aspects of aviation security from a management and senior management perspective. It will include actual topics such as terrorism, sabotage, direct and indirect threats, modern slavery/human trafficking, cyber security and information security. |
The students who have succeeded in this course; 1. Civil Aviation Security Landscape, Conventions, Regulations, and Standards 2. Principles of International Aviation Security and Security Planning Frameworks 3. Law Enforcement, Policing and Security Functions at Airports 4. Security Risk Management Methodologies 5. Security Audit Planning, Implementation and Evaluation 6. Security Management Systems (SeMS) 7. Security Technology and Trends 8. Information Security, Aviation Cyber Security, Aviation and Modern Slavery 9. Management of Crowds and Unruly Passengers, Human Factors and Security Implications, Leadership strategies for critical incidents |
The term of civil aviation security with the differences of safety and security concepts Introduction to civil aviation security concept with identifying direct and indirect threats to civil aviation Technical considerations in security management -First prerequisite for Civil Aviation Security and its components: top management commitment Principles of International Aviation Security and Security Planning Frameworks Law Enforcement, Policing and Security Functions at Airports Security Risk Management Methodologies with Security Audit Planning, Implementation and Evaluation Security Management Systems (SeMS), Security Technology and Trends with Information Security Mıdterm Exam Aviation Cyber Security, Aviation and Modern Slavery and Management of Crowds and Unruly Passengers Human Factors and Security Implications Leadership strategies for critical incidents Practical individual and group exercises to create security strategies Analysis of security-related case studies to identify strategic and operational lessons and prepare solutions with Build an outline security management system Security operations planning and Problem-solving for senior managers in an aviation security environment |
Week | Subject | Related Preparation |
Course Notes / Textbooks: | Godara, V. (Ed.). (2010). Strategic Pervasive Computing Applications: Emerging Trends: Emerging Trends. IGI Global. Abu-Taieh, E. M., El-Sheikh, A. A., & Jafari, M. (2012). Technology Engineering and Management in Aviation: Advancements and Discoveries. Information Science Reference. Dawson, M., Eltayeb, M., & Omar, M. (Eds.). (2016). Security solutions for hyperconnectivity and the Internet of things. IGI Global. Security in the Year 2000 and Beyond. ETC Publications, 1987 |
References: | Godara, V. (Ed.). (2010). Strategic Pervasive Computing Applications: Emerging Trends: Emerging Trends. IGI Global. Abu-Taieh, E. M., El-Sheikh, A. A., & Jafari, M. (2012). Technology Engineering and Management in Aviation: Advancements and Discoveries. Information Science Reference. Dawson, M., Eltayeb, M., & Omar, M. (Eds.). (2016). Security solutions for hyperconnectivity and the Internet of things. IGI Global. Security in the Year 2000 and Beyond. ETC Publications, 1987 |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 10 | 6 | 60 |
Presentations / Seminar | 3 | 7 | 21 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 127 |
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. |