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 |
ESE4101 | Sustainable Energy | Spring | 2 | 0 | 2 | 4 |
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 : | Assist. Prof. HÜSEYİN GÜNHAN ÖZCAN |
Course Lecturer(s): |
Assist. Prof. CANAN ACAR |
Recommended Optional Program Components: | Not available. |
Course Objectives: | The objectives of the course is to teach the students the tradeoffs inherent in sustainability; to lead them to learn technology and technology dependent energy policy options and provide an assessment frame work to produce alternative solutions. In this respect, the conventional and renewable energy resources and the existing and future’s technologies will be examined in relation to their environmental strengths and weaknesses, their economic viability and their ability to satisfy the ever evolving regulatory expectations of the world community |
The students who have succeeded in this course; I. Understand the pillars on which sustainability stands and the importance of energy as one of the pillars II. Identify the differences between different energy resources as far as sustainability is considered III. Comprehend the local regional and global effects of energy production and consumption. IV. Know the economic evaluations pertaining to energy and the rest of the economy V. Understands various sustainability indicators and the sustainability metrics VI. Differentiate between various fossil fuels and their contribution to human processes. VII. Knows the issues related to fossil fuels from exploration , discovery , extraction to final use. VIII. Comprehend and analyze the environmental impacts of fossil fuels. IX. Differentiate between various new and renewable energy sources and their contribution to human processes |
Wide aspects of energy use from the viewpoints of sustainability, resource availability, technical performance, environmental effects, and economics. The course shows the tools to make “informed energy choices” and review the technology, environmental impacts and economics of main energy sources like nuclear, solar, wind, geothermal energies and hydropower. Covers the relationships between the development of technology, energy resources, and energy technologies available today. |
Week | Subject | Related Preparation |
1) | Sustainable Energy | |
2) | Energy Resources | |
3) | Homework 1, in-class presentation | |
4) | Local, Regional and Global Environmental Effects of Energy Production and Consumption | |
5) | Economic Evaluation | |
6) | Energy Systems and Sustainability Metrics | |
7) | Homework 2, in-class presentations | |
8) | Fossil Fuels and Fossil Energy | |
9) | Midterm Examination | |
10) | Environmental Impacts of Fossil Fuels and Fossil Energy | |
11) | Nuclear power | |
12) | Homework 3, in-class presentation | |
13) | New and Renewable Energy Sources in Context | |
14) | Complexity of the Energy Systems | |
15) | Studying for the final examinations | |
16) | Studying for the final examinations |
Course Notes / Textbooks: | Ders notları/pp sunumları Referans kitap: J. W. Tester, E. M. Drake, M. W. Golay, M. J. Driscoll, and W. A. Peters ,“Sustainable Energy- Choosing Among Options”,1995 Lecture Notes and pp presentations Reference(s): J. W. Tester, E. M. Drake, M. W. Golay, M. J. Driscoll, and W. A. Peters ,“Sustainable Energy- Choosing Among Options”,1995 |
References: | Makaleler ders sırasında bildirilecektir. Papers to be announced later. |
Semester Requirements | Number of Activities | Level of Contribution |
Project | 1 | % 25 |
Midterms | 1 | % 30 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Study Hours Out of Class | 16 | 3 | 48 |
Presentations / Seminar | 2 | 2 | 4 |
Project | 1 | 20 | 20 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 104 |
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. |