PUBLIC RELATIONS AND PUBLICITY | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
SEN4515 | Introduction to Game Programming | Fall | 2 | 2 | 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 : | Instructor BARIŞ YÜCE |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims to help students explore the game programming world by combining basic design and programming skills and to introduce the frequently used terms, techniques and algorithms in game development projects. |
The students who have succeeded in this course; 1. Describes the vocabulary, environments, theories and methodologies used in game design. 2. Analyze game designs in terms of user interface design 3. Design data structures and algorithms. 4. Prepare the prototype. 5. Design educational games. 6. Analyze game development phases and project them. 7. Use basic game development environments and apply algorithms 8. Describes the stages of testing. |
This course will support students the emerging trends, and frameworks of game design and development, why it has a great potential to apply in IT projects, and how to use it effectively. The course allows students to understand game design fundementals, develop practical skills in using game elements using industrial case studies. There is no strict design and development environment for this course. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | What Is a Game? | |
3) | Design Components and Processes | |
4) | Game Programming: Languages And Architecture | |
5) | Mechanics and Dynamics | |
6) | Data structures and algorithms in game development | |
7) | Design a board game* | |
8) | Prototyping* | |
9) | Designing User Interfaces | |
10) | Design of instructional games | |
11) | Design of Instructional Games II | |
12) | Games as a Teaching Tool | |
13) | Game Production And The Business Of Games | |
14) | Project presentation |
Course Notes / Textbooks: | Beginning Java Game Programming, Jonathan S. Harbour Cutting-Edge Java Game Programming, Bartlett, N., et. al. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 4 | % 30 |
Project | 1 | % 10 |
Midterms | 1 | % 30 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 4 | 8 | 32 |
Project | 1 | 3 | 3 |
Homework Assignments | 6 | 6 | 36 |
Midterms | 1 | 12 | 12 |
Final | 1 | 13 | 13 |
Total Workload | 138 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To prepare the students to become communication professionals by focusing on strategic thinking, professional writing, ethical practice and innovative use of traditional and new media | |
2) | To be able to create effective public relations plans using fundamental planning components that include situation analysis, public profile, objectives, strategies and tactics. | |
3) | To be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how public realtions works. | |
4) | To be able to have the ability to explain and identify problems associated with the relationships between events and facts in the areas of public relations, persuasive communication, communication management, corporate communications. | |
5) | To be able to analyze primary and secondary research data in the fields of perception and reputation management and corporate communication practices. | |
6) | To be able to search, write, and design articles, newsletters, and fliers, brochures, and announcements, in styles and formats appropraite various audiences, mediums and settings. | |
7) | To be able to apply the underlying theories of communication and the necessities of work safety to different types of public relations processes and campaigns. | |
8) | To be able to develop creative and persuasive management skills in terms of reputation, employee relations, leadership and similar corporate practices. | |
9) | To be able to take responsibility in an individual capacity or as a team in generating solutions to given scenarios which can occur in public relations processes. | |
10) | To be able to understand how an organizational culture works and how employees and leaders create messages as a communication tool. | |
11) | To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of public relations. | |
12) | To be able to to use information, communication technologies and computer software with the required level of public relations, marketing communication, persuasive communication, communication management, corporate communications. | |
13) | To be able to explain and describe business marketing activities, economics, business law and global business practices. | |
14) | To be able to recognize national and international, social and cultural dimensions of public relations. |