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 |
CMP1401 | Introduction to Programming (C) | Spring | 2 | 2 | 3 | 6 |
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 : | Dr. Öğr. Üyesi GÖRKEM KAR |
Course Lecturer(s): |
RA ÇİĞDEM ERİŞ Dr. Öğr. Üyesi TARKAN AYDIN Dr. Öğr. Üyesi ERKUT ARICAN Dr. Öğr. Üyesi CEMAL OKAN ŞAKAR Dr. UTKU GÜLEN Dr. Öğr. Üyesi ÖVGÜ ÖZTÜRK ERGÜN Prof. Dr. NAFİZ ARICA |
Recommended Optional Program Components: | None |
Course Objectives: | The course aims to teach the syntax and use of major constructs of the C language. Fundamental programming concepts will be discussed and students will gain hands-on experience to develop their programming and algorithmic thinking skills. |
The students who have succeeded in this course; I. An ability to design elementary computer algorithms. II. An ability to develop code following the principles of C programming language. III. An ability to use various types of selection contructs in a C program IV. An ability to use repetition constructs in a C program. V. An ability to use simple data structures like arrays in a C program. VI. An ability to define and correctly call functions in a C program |
Introduction, printf, scanf, variables, operators, constants, data types, assignment, type conversions, type casting, post/pre-increment/decrement, if, nested if, logical operators, switch, while, for, do-while loops, nested loops, break, continue, functions, scope, macro-substitution, pointers, variable parameters, arrays, passing arrays to functions, sorting and binary search, File I/O, strings, multi-dimensional arrays, structures. |
Week | Subject | Related Preparation |
1) | Introduction, printf, scanf, variables, operators, constants | |
2) | Data types, assignment, type conversions, type casting, post/pre-increment/decrement | |
3) | If, nested if, logical operators, switch | |
4) | While, for, do-while loops | |
5) | Nested loops, break, continue | |
6) | Functions, scope, macro-substitution | |
7) | Pointers, variable parameters | |
8) | Arrays, passing arrays to functions | |
9) | Sorting and binary search | |
10) | File I/O | |
11) | Strings | |
12) | Multi-dimensional arrays | |
13) | Structures | |
14) | Review | |
15) | Final | |
16) | Final |
Course Notes / Textbooks: | C How to Program, 6/E, Paul Deitel Harvey M. Deitel, Prentice Hall, 2009 |
References: | The C Programming Language, Brian W. Kernighan, Dennis M. Ritchie, Prentice Hall |
Semester Requirements | Number of Activities | Level of Contribution |
Laboratory | 12 | % 25 |
Midterms | 1 | % 35 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 28 |
Laboratory | 14 | 28 |
Study Hours Out of Class | 15 | 79 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 139 |
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. |