CARTOON AND ANIMATION | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
COP4435 | Samsung Developing Applications for Android Devices | 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 : | Dr. Öğr. Üyesi TARKAN AYDIN |
Course Lecturer(s): |
Prof. Dr. TAŞKIN KOÇAK Dr. Öğr. Üyesi SELÇUK BAKTIR Dr. Öğr. Üyesi TARKAN AYDIN Dr. Öğr. Üyesi TEVFİK AYTEKİN Dr. Öğr. Üyesi ÖVGÜ ÖZTÜRK ERGÜN |
Recommended Optional Program Components: | None |
Course Objectives: | This complete hands-on course encourages students to learn by building increasingly more sophisticated and meaningful mobile applications for Android. |
The students who have succeeded in this course; I. Know the basic concepts and technique of developing applications for the Android phone. II. Be able to use the SDK and other development tools. III. Know the basic concepts of Android phone features and capabilities. IV. Be able to understand Java programming as it related to application development for the Android platform. V. Know how to acquire additional resources and security information needed for various different types of Android applications features and services (maps, SMS, Email, etc). VI. Know how to work with the SQLite database features. VII. Be familiar with how to publish Android applications to the Android Market. |
Leveraging Application Fundamentals, Creating User Interfaces, Interacting With the UI, Managing the activity lifecycle, Manipulating the SQLite database, Maintaining System Responsiveness, Exchanging Data over the Internet, Enhancing the User Experience, Publishing Applications |
Week | Subject | Related Preparation |
1) | Introducing the Android Platform | |
2) | Leveraging Application Fundamentals | |
3) | Leveraging Application Fundamentals | |
4) | Creating User Interfaces | |
5) | Processing User Input | |
6) | Interacting With the UI | |
7) | Managing the activity lifecycle | |
8) | Persisting Application Data | |
9) | Selecting storage options | |
10) | Manipulating the SQLite database | |
11) | Maintaining System Responsiveness | |
12) | Exchanging Data over the Internet | |
13) | Enhancing the User Experience | |
14) | Publishing Applications |
Course Notes / Textbooks: | Zigurd Mednieks, Laird Dornin, G. Blake Meike, Masumi Nakamura, Programming Android , Murat Önder-Ahmet Oğuz Mermerkaya, Merhaba Android |
References: | None |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 10 | % 10 |
Homework Assignments | 10 | % 10 |
Project | 1 | % 30 |
Midterms | 1 | % 20 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 28 |
Laboratory | 14 | 14 |
Application | 14 | 28 |
Presentations / Seminar | 1 | 20 |
Homework Assignments | 14 | 28 |
Quizzes | 5 | 5 |
Midterms | 2 | 4 |
Final | 1 | 2 |
Total Workload | 129 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have theoretical and practical knowledge and skills in cartoon and animation. | |
2) | To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. | |
3) | Making animated films with various artistic styles and techniques. | |
4) | Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. | |
5) | To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them. | |
6) | To be able to evaluate cartoon and animations in the framework of their knowledge and skills. | |
7) | To be able to define and manage learning requirements in the field of cartoon and animation. | |
8) | To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field. | |
9) | To monitor developments in the field of cartoon and animation using foreign languages and to communicate with foreign colleagues. | |
10) | To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. | |
11) | Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. | |
12) | To have sufficient knowledge about ethical values and universal values in the field of cartoon and animation. |