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 |
GEN4058 | Bioeconomy | 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. GÜLAY BULUT |
Recommended Optional Program Components: | There is none. |
Course Objectives: | This course is an introduction to the area of BioEconomy. The objective is to discuss the developments and opportunities in the areas of naturel products and biotechnology applications. |
The students who have succeeded in this course; 1.Recognize the concept of BioEconomy. 2.Discuss the areas of traditional BioEconomy and the Knowledge Based BioEconomy. |
The course covers the topics about BioEconomy and Knowledge Based BioEconomy. |
Week | Subject | Related Preparation |
1) | Introduction to Bioeconomy | Reading |
2) | Foreseeing the Emerging Bioeconomy | Reading |
3) | Drivers of BioEconomy | Reading |
4) | Population and Consumption | Reading |
5) | Food and Water | Reading |
6) | Healthcare | Reading |
7) | Technology | Reading |
8) | State of Bioeconomy Today | Reading |
9) | Institutional and Social Drivers | Reading |
10) | Business of BioEconomy | Reading |
11) | Emerging Business Models | Reading |
12) | Knowledge Based BioEconomy | Reading |
13) | Entrepreneurship in BioEconomy | Reading |
14) | Summary | Reading |
Course Notes / Textbooks: | Lecture notes, handouts, key papers will be distributed each week. |
References: | 1)Long Term Technological and Societal Challenge, The BioEconomy to 2030: Designing a Policy Agenda (www.oecd.org/futures/bioeconomy/2030). |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 20 |
Homework Assignments | 14 | % 20 |
Presentation | 1 | % 10 |
Midterms | 1 | % 10 |
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 | 14 | 5 | 70 |
Presentations / Seminar | 1 | 2 | 2 |
Homework Assignments | 14 | 2 | 28 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 146 |
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. |