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 |
COP4419 | Wissen Akademi Network Systems Engineering | Spring | 3 | 0 | 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 : | Assist. Prof. YÜCEL BATU SALMAN |
Course Lecturer(s): |
Prof. Dr. TAŞKIN KOÇAK Assist. Prof. TARKAN AYDIN Assist. Prof. CEMAL OKAN ŞAKAR Assist. Prof. YÜCEL BATU SALMAN |
Recommended Optional Program Components: | None. |
Course Objectives: | The students will use the state-of-the-art Cisco wireline infrastructure equipment in our Computer Networks and Mobile Communications Laboratory. The equipments are given by Wissen Academy. The students are expected to acquire a very valuable knowledge on fundamentals of networking switching and routing standards as well as gain hands-on experience using, programming, setting up and maintenance of the Cisco networking equipments. |
The students who have succeeded in this course; 1. Learning basics of Cisco networking equipment 2. Improving students' practical experiences 3. Learning the basic requirements for a network switching 4. Learning to provide programming and installation 5. Equipment maintenance and use of the achievements of providing information about |
This course covers comprehensive overview of networking; 1)switching; 2)local area networks; 3)routing; 4)Cisco router series, 5)Cisco switches, 6)wireless network security, 7)firewalls. |
Week | Subject | Related Preparation |
1) | Intro. To Cisco Catalyst switches, Principles of switching and MAC adresses | |
2) | Boot procedure of a switch, How to use IOS operating system | |
3) | Virtual Local Area Networks, VLAN Trunking (802.1Q, ISL) | |
4) | STP, VTP and DTP protocols, IP addresses, IP address classes | |
5) | Subnetting/supernetting, VLSM / CIDR | |
6) | DHCP, DNS | |
7) | Cisco Router Series, WAN cards and other modules | |
8) | IOS operating system, Resetting the password of a router | |
9) | Static Routing, RIPv2 Dynamic Routing Protocol, EIGRP Protocol | |
10) | OSPF Protocol, Wireless Network Technologies, Wireless Network Devices | |
11) | SSID, BSSID concepts , Wireless LAN security , Attacks from inside of Network , Attacks from outside of Network | |
12) | Network Security Criteria, Network Security Devices, Virtual Private Networks (VPN), Network Address Translation (NAT) | |
13) | Secure access with Access Control Lists (ACL) and Firewalls, WAN Principles | |
14) | WAN Modules, HDLC, PPP, Frame Relay |
Course Notes / Textbooks: | None. |
References: | None. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Laboratory | 14 | % 20 |
Homework Assignments | 5 | % 10 |
Project | 1 | % 10 |
Midterms | 2 | % 20 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 12 | 3 | 36 |
Project | 1 | 20 | 20 |
Homework Assignments | 5 | 4 | 20 |
Midterms | 2 | 2 | 4 |
Final | 1 | 2 | 2 |
Total Workload | 124 |
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. |