SEN3006 Software ArchitectureBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
SEN3006 Software Architecture Spring 2 2 3 7
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 YÜCEL BATU SALMAN
Course Lecturer(s): Prof. Dr. NAFİZ ARICA
RA MERVE ARITÜRK
RA SEVGİ CANPOLAT
Dr. Öğr. Üyesi YÜCEL BATU SALMAN
Instructor DUYGU ÇAKIR YENİDOĞAN
Dr. Öğr. Üyesi TAMER UÇAR
Recommended Optional Program Components: None.
Course Objectives: Provides in depth the concepts, principals, methods, and best practices in software architectures; emphasizes on team projects to architect domain-specific architectures, service-oriented architectures, product-line architectures, adaptive and generative architectures. This course provides an overview for software engineering concepts and architectures. Students will work in small groups to design and implement software applications. The course will also provide a high-level overview of the software engineering discipline: software requirements, software design, software construction, software management, and software quality and testing.

Learning Outcomes

The students who have succeeded in this course;
1. Define the phases of the software development lifecycle
2. Describe the difference between project and process metrics
3. Define the terms version control and change control
4. Apply the methods for performing requirements elicitation and requirements analysis
5. Discuss important design principles such as information hiding and abstraction
6. Discuss the differences between structured and object oriented analysis and design
7. Define key testing terms such as black box testing and white box testing
8. Construct the activities of the software lifecycle for a small to medium software project

Course Content

The course content is composed of product, process, project management, metrics, project planning, systems engineering, analysis concepts, analysis modeling, risk, sqa, project scheduling, scm, design concepts, architecture design, user interface design, technical metrics, oo concepts, ooa, ood, software testing techniques and strategies, software maintenance, software testing techniques and strategies , oo metrics and a case study in software architecture – the a-7e operational flight program.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Product, Process
2) Project Management, Metrics, Project Planning
3) Systems Engineering
4) Analysis Concepts, Analysis Modeling
5) Risk, SQA, Project Scheduling, SCM
6) Design Concepts
7) Architecture Design, User Interface Design, Other Design Topics
8) Design Topics
9) Technical Metrics, OO Concepts, OOA, OOD
10) Software Testing Techniques and Strategies
11) Software maintenance, Software Testing Techniques and Strategies , OO Metrics
12) OO Metrics
13) A Case Study in Software Architecture – the A-7E Operational Flight Program
14) Project Presentations

Sources

Course Notes / Textbooks: Craig Larman
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development, 3/E
ISBN-10: 0131489062 | ISBN-13: 9780131489066

Roger S. Pressman
Software Engineering: A Practitioner's Approach, Sixth
Edition , McGraw-Hill

Software Architecture in Practice, 2/e
Bass, Clements & Kazman
2003 | Addison-Wesley Professional | Cloth; 560 pp
ISBN-10: 0321154959 | ISBN-13: 9780321154958
References: Yok - None.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 10
Project 1 % 15
Midterms 1 % 25
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 35
PERCENTAGE OF FINAL WORK % 65
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 14 2 28
Study Hours Out of Class 2 20 40
Project 1 15 15
Quizzes 2 10 20
Midterms 1 16 16
Final 1 20 20
Total Workload 167

Contribution of Learning Outcomes to Programme Outcomes

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.