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 |
COP4339 | Zenna-Research Literacy and Data Effect | Spring | 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. İDİL KARADEMİRLİDAĞ SUHER |
Course Objectives: | In this course, it is aimed that the students gain command of market research terminology, research management skills and competence to conduct research. |
The students who have succeeded in this course; 1- To be able to dominate market research terminology 2- To understand the types of research and when they are used. 3- To define the elements to be considered in the analysis 4- To obtain the ability to prepare a questionnaire 5- To gain the skill of reporting 6- To develop Research-Literacy skills |
In this course, students will learn the rationale and requirements of market research. In addition, students will design and implement quantitative and qualitative research. The teaching methods applied in the course are as follows: Lecture: Information about the topics in the course syllabus is provided. Collaborative learning: In this course students will design and conduct research. While carrying out this process, students will act in a collective learning process. Technology-assisted learning: Access to and effective use of the software and programs required for the research are transferred and included in the process. |
Week | Subject | Related Preparation |
1) | Terminology used in the research | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative | |
2) | Qualitative Studies What is qualitative research When is it used Elements to be considered in qualitative |
Course Notes / Textbooks: | |
References: | • Dursun, Ö. HE. & Odabasi, H. F. (2011). Multimedia design. Ankara: Pegem Academy. • Mayer, R. (2005). The Cambridge Handbook of Multimedia Learning. New York: Cambridge University Press. • Counts, E. L. (2003). Multimedia Design and Production for Students and Teachers. Boston: Allyn & Bacon. • Akpınar, Y. (2005). Computer Aided Instruction. Ankara, TURKEY: Ani Publishing. |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Application | 3 | 5 | 15 |
Field Work | 1 | 10 | 10 |
Study Hours Out of Class | 13 | 3 | 39 |
Homework Assignments | 1 | 5 | 5 |
Midterms | 1 | 10 | 10 |
Final | 1 | 10 | 10 |
Total Workload | 128 |
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. |