| 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 |
| COP4429 | Wissen Akademi Advanced 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. TARKAN AYDIN |
| Course Lecturer(s): |
Assist. Prof. TARKAN AYDIN |
| Recommended Optional Program Components: | None |
| Course Objectives: | This course will help the student to become an advanced network engineer. The course will be taught with the state-of-the-art Cisco devices. And hands-on experimenting is a must in this class. Student will learn advanced features of networking and have a broader view of advanced wide area networks used by enterprises and service providers. This course will be offered by Wissen Akademie. |
|
The students who have succeeded in this course; Advanced networking features, learning, Improving students' practical experiences, Enhanced learning area networks |
| This course covers advanced topics of Cisco networking such as 1) EIGRP, 2) Multi-Area OSPF, 3) Security and WAN Implementation. |
| Week | Subject | Related Preparation |
| 1) | IEEE 802.q Trunking | |
| 2) | STP, MSTP, RSTP Protocols | |
| 3) | Inter-vlan routing | |
| 4) | Implementing EIGRP | |
| 5) | Configuring EIGRP | |
| 6) | Multi-Area OSPF | |
| 7) | Configuring and troubleshooting Multi-Area OSPF | |
| 8) | BGP Basics and Concepts | |
| 9) | Configuring BGP | |
| 10) | Troubleshooting BGP | |
| 11) | Configuring VPNs(IPSEC, GRE, Tunnel) | |
| 12) | Multi-layer switch configuration | |
| 13) | Redundancy Protocols (HSRP, VRRP, GLBP) | |
| 14) | (HSRP, VRRP, GLBP) | |
| 15) | Fundementals of MPLS | |
| 16) | Final Exam |
| Course Notes / Textbooks: | None-Yok |
| References: | None-Yok |
| Semester Requirements | Number of Activities | Level of Contribution |
| Attendance | 16 | % 10 |
| Laboratory | 16 | % 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 | Workload |
| Course Hours | 14 | 42 |
| Study Hours Out of Class | 12 | 36 |
| Project | 4 | 20 |
| Homework Assignments | 5 | 20 |
| Midterms | 2 | 4 |
| Final | 1 | 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. |