CET4051 Special Topics in Instructional Technologies IBahçeşehir 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
CET4051 Special Topics in Instructional Technologies 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.

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 YAVUZ SAMUR
Course Lecturer(s): Instructor BARIŞ ERDOĞAN
Dr. Öğr. Üyesi ORHAN GÖKÇÖL
Recommended Optional Program Components: None
Course Objectives: In this course you will engage in the entire process of developing instructional video programs, from concept to finished project.

Learning Outcomes

The students who have succeeded in this course;
1. develop a comprehensive understanding of the video production process aligned with instructional principles.
2. develop a comprehensive understanding of the mechanics associated with the operation of a video camera.
3. become fluent in using high-end postproduction tools such as Adobe Premiere Pro.
4. successfully deal with the needs of a real-world client in conducting a client video project.

Course Content

Tasks in the process include message definition, treatment development, scriptwriting, storyboarding, production, post-production editing, evaluation, the operation of digital video cameras, production personnel, medium requirements, lighting, and sound.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Course Overview • Review of Syllabus • Introduction to Premiere • Introduction to digital video cameras Studio Overview
2) Production Process/Conceptualization of Storyline • The Production Process • The Production Team: Who Does What When? • Image Formation and Digital Video Instructional videos Premiere demonstration Studio Equipment
3) One minute video pre-planning Storyboard • Storyboard formats and examples • Storyboarding & Scriptwriting Activity Premiere demonstration • Workspace and Sequencing Light (Theoretical)
4) Premiere demonstration • Shooting and Capturing • Looking Through the Viewfinder Light setup activity
5) Premiere demonstration • Framing and Composition • Using Editing tools Sound Technics
6) Graphics and Effects Premiere demonstration • Editing Audio Sound Production
7) Review
8) Linear and Nonlinear Editing
• Linear/Nonlinear Editing
• Off-line/on-line editing

Premiere demonstration
• Adding effects

Operating the camera - I
• Arranging environment & Shooting
• Tips for effective shooting
9) Operating the camera - II • Arranging environment & Shooting • Tips for effective shooting
10) Editing Principles • Major Client Project Preplanning • Idea generation • Storyboarding Premiere demonstration • Adding effects Post-production through the stage direction
11) Video Recording/Major Client Video Storyboarding Individual Work
12) Conversion/Exporting • Storing videos • Conversion/CD/DVD/Tapes • Interactive Video/Camtasia demo Premiere demonstration • Exporting and Delivery issues
13) Main Client Video Editing
14) Final Projects Presentations

Sources

Course Notes / Textbooks: o Zettl, H. (2009). Video Basics 6. Available at the University Library and Google Books.

o Adobe (2010). Adobe Premiere Pro CS4 Classroom in a Book. Available at the University Library and Google Books.
References: None

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Application 5 % 5
Homework Assignments 2 % 20
Project 2 % 65
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
Application 14 1 14
Project 2 40 80
Homework Assignments 2 12 24
Total Workload 146

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.