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 |
SEN2022 | Software Engineering Analysis and Design | 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 : | Assoc. Prof. AYLA GÜLCÜ |
Recommended Optional Program Components: | None |
Course Objectives: | After taking this course, the student will have the ability of analyzing and designing a software development process such as defining scope, describing problems, gathering system requirements, constructing data, object and process models and identifying alternative solutions to apply feasibility analysis for the decision-making purposes. In this course, you will engage in various methodologies, processes, techniques, and tools used to handle the phases of the Software Development Life Cycle (SDLC). Teaching Methods and Techniques Used in the Course: Lecture, reading, implementation, individual study, problem solving |
The students who have succeeded in this course; At the end of the course, the students will be able to: 1. Describe systems analysis and design concepts for information systems; 2. Describe the essential phases of systems development; 3. Describe project management tools and a number of systems analysis approaches for solving information system problems; 4. Define scope of information system problems; 5. Identify the problems, opportunities and directives that trigger the project; 6. Define functional and nonfunctional system requirements, apply fact-finding technique; 7. Define actors and use cases, construct context and use case model diagrams; 8. Construct data models and UML diagrams; 9. Define the basic concepts and constructs of a process model and construct context, data flow, event and system diagrams; 10. Identify alternative system solutions, define six types of feasibility, prepare cost-benefit analyses and system proposal reports. |
The course content is composed of the basic concepts of systems analysis and design, the components of information systems, methods for developing information systems, project management, systems analysis approaches, scope definition phase, problem analysis phase , requirements analysis phase, use-cases, data modeling and analysis, process modeling, feasibility analysis and the system proposal. |
Week | Subject | Related Preparation |
1) | Introduction to Systems Analysis and Design | |
2) | Systems Analysis and Design for Information Systems | |
3) | Project Management, Scope Definition | |
4) | Problem Analysis, Scheduling Tools | |
5) | Problem Discovery, Requirements Discovery, Requirements Analysis | |
6) | Use Cases and Use Case Diagrams | |
7) | Use Case Descriptors | |
8) | Structural Modeling | |
9) | Midterm Exam | |
10) | Behavioral Modeling | |
11) | Validating and Evolving Analysis Models | |
12) | Physical Architecture Layer Design | |
13) | Construction: Programming, Documenting and Testing | |
14) | Post implementation activities |
Course Notes / Textbooks: | Textbook: Systems Analysis and Design: An Object-Oriented Approach with UML, 6th Edition Alan Dennis, Barbara Wixom, David Tegarden, Wiley, ISBN: 978-1-119-56121-7 October 2021 (5th Edition can also be used) Supplementary Resource: Systems Analysis & Design for the Global Enterprise 7ed, Lonnie D. Bentley and Jeffrey L. Whitten, McGraw Hill, ISBN-13 978-0-07-110766-2, 2007 |
References: | Yok |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 5 | % 20 |
Homework Assignments | 3 | % 15 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
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. |