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 |
SEN4931 | Special Topics in Software Engineering I | 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 : | Prof. Dr. MEHMET ALPER TUNGA |
Course Lecturer(s): |
Prof. Dr. NAFİZ ARICA |
Recommended Optional Program Components: | None |
Course Objectives: | Study of various topics, like advanced design patterns with current technical developments in software engineering. Applications in software engineering concepts with enterprise systems and their solution techniques. |
The students who have succeeded in this course; 1. Describe SOA basics 2. Describe timeline of SOA 3. Analyze web services framework 4. Define SOA principles 5. Analyze SOA layers 6. Analyze SOA lifecycle phases 7. Describe service analysis 8. Describe service modeling 9. Analyze service oriented design |
The course content is composed of introducing service oriented architecture (soa), evolution of soa, the web services framework, web services and contemporary soa, principles of service orientation, soa application and business service layers, soa orchestration service layer and agnostic services, soa delivery lifecycle phases, service oriented analysis, service modeling, service oriented design, wsdl. |
Week | Subject | Related Preparation |
1) | Introducing Service Oriented Architecture (SOA) | |
2) | Evolution of SOA | |
3) | The Web Services Framework | |
4) | Web Services and Contemporary SOA | |
5) | Principles of Service Orientation | |
6) | SOA Application and Business Service Layers | |
7) | SOA Applications / Midterm I | |
8) | SOA Orchestration Service Layer and Agnostic Services | |
9) | SOA Delivery Lifecycle Phases | |
10) | Service Oriented Analysis | |
11) | Service modeling | |
12) | Service Modeling / Midterm II | |
13) | Service Oriented Design | |
14) | WSDL |
Course Notes / Textbooks: | Service-Oriented Architecture (SOA): Concepts, Technology, and Design, Thomas Erl 978-0131858589 |
References: | Yok |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Homework Assignments | 2 | % 10 |
Midterms | 2 | % 40 |
Final | 1 | % 40 |
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 | 3 | 5 | 15 |
Homework Assignments | 2 | 5 | 10 |
Quizzes | 2 | 3 | 6 |
Midterms | 2 | 14 | 28 |
Final | 1 | 17 | 17 |
Total Workload | 118 |
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. |