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 |
SEN2001 | Programming Languages | Spring | 3 | 0 | 3 | 7 |
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 : | Instructor DUYGU ÇAKIR YENİDOĞAN |
Course Lecturer(s): |
Instructor DUYGU ÇAKIR YENİDOĞAN Assist. Prof. ÖVGÜ ÖZTÜRK ERGÜN Assist. Prof. BETÜL ERDOĞDU ŞAKAR Assist. Prof. SERKAN AYVAZ |
Recommended Optional Program Components: | None |
Course Objectives: | The students will have basic understanding of some of the fundamental concepts that underlie programming language syntax and semantics through a comparative study of several languages and their features. The students will be aware of several new programming language features and paradigms to gain the ability to study general conceptual linguistic issues of designing new languages and compilers. |
The students who have succeeded in this course; 1. Define basic concepts and categories of programming languages 2. Identify formal methods of describing syntax, attribute grammars and dynamic semantics 3. Describe the concept of binding, type checking, type equivalence, scoping and referencing environments 4. Define features of primitive variables, character string, ordinal, array, associative array, record, union, pointer and reference data types 5. Define arithmetic, relational and boolean expressions, type conversions, assignment statements, selection and iterative statements and unconditional branching 6. Describe fundamentals of subprograms, design issues for subprograms, local referencing environments, parameter-passing methods, overloaded subprograms and design issues for functions 7. Define the concept of abstraction, describing data abstraction and desing issues for abstract data types 8. Defining design issues for object-oriented languages and describing support for object-oriented programming in various programming languages such as Smalltalk, C++, Java, C#, Ruby 9. Analyse mathematical functions, fundamentals of functional programming languages such as Lisp, Scheme, ML, Haskell and Describing predicate calculus and theorem proving, features of logic programming and the basic elements of Prolog 10. Define exception and event handling in various programming languages such as Ada, C++, Java. |
The course content is composed of describing syntax and semantics, names, bindings, type checking and scopes, data types, expressions and assignment statements, control structures, subprograms, abstract data types, object-oriented programming, functional programming, logic programming, exception handling and event handling |
Week | Subject | Related Preparation |
1) | Introduction | Read the Syllabus and lecture notes of Chapter#1 & 2 |
2) | Describing Syntax and Semantics I | Read the lecture notes of Chapter#3 |
3) | Describing Syntax and Semantics II | Read the lecture notes of Chapter#4 |
4) | Names, Bindings, Type Checking and Scopes | Read the lecture notes of Chapter#5 |
5) | Data Types | Read the lecture notes of Chapter#6 |
6) | Expressions and Assignment Statements | Read the lecture notes of Chapter#7 |
7) | Control Structures | Read the lecture notes of Chapter#8 |
8) | Subprograms I | Read the lecture notes of Chapter#9 |
9) | Subprograms II | Read the lecture notes of Chapter#10 |
10) | Abstract Data Types | Read the lecture notes of Chapter#11 |
11) | Object-oriented Programming | Read the lecture notes of Chapter#12 |
12) | Exception Handling and Event Handling | Read lecture notes of Chapter#13 & 14 |
13) | Functional Programming | Read the lecture notes of Chapter#15 |
14) | Logic Programming | Read the lecture notes of Chapter#16 |
Course Notes / Textbooks: | Robert W. Sebesta, Concepts of Programming Languages, 8e, Pearson Education, Addison Wesley, 2008, ISBN 978-0-321-50968-0 |
References: | Yok |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 4 | % 20 |
Project | 1 | % 25 |
Midterms | 1 | % 15 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 8 | 4 | 32 |
Project | 1 | 28 | 28 |
Midterms | 1 | 28 | 28 |
Final | 1 | 35 | 35 |
Total Workload | 165 |
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. |