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
GEP0406 German II Fall 3 0 3 5
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: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Instructor SENA MİRKELAM
Recommended Optional Program Components: None
Course Objectives: Course Objective and Learning Objectives
This course aims to teach students basic german skills.

Learning Outcomes

The students who have succeeded in this course;

1. understand and use familiar and everyday expressions and very simple sentences.
2. introduce yourself and others.
3. can communicate in a simple manner if the person they are speaking to speaks slowly and clearly and is willing to help.

Course Content

The aim of this course is to make students, who are Basic Users in the scope of Common European Framework of Reference, achieve A1 level, which is named as Breakthrough.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course: Guidelines, Syllabus, and Materials General Review
2) *Tag für Tag *Daily routine *Telling time an *General Review *What time is it?
3) Tag für Tag *Family *Make an appointment *W Sorusu : İstiyorum * Edat :um /am /von..bis
4) Tag für Tag Possessivepronouns
5) Tag für Tag *Kiplik fiiller:können-müssen-wollen SINAV 1
6) Zeit mit Freunden *Datumsangaben : Preposition “am”
7) Zeit mit Freunden *Seperable Verbs (Trennbare Verben)
8) Zeit mit Freunden *Für edatı *İyelik zamirleri suçlayıcı dava ile
9) Zeit mit Arkadaş *Präteritum “sein”, “haben”
10) Kontakte Dative Case
11) İletişim *Dative Case with Prepositions QUIZ 2
12) Kontakte *Possessivepronouns with Accusative case
13) Revizyon

Sources

Course Notes / Textbooks:
References: Course Resources
*A1 Netzwerk Klett Verlag Kursbuch, Arbeitsbuch and Intensivtrainer. They will be shared via Itslearning.


Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Quizzes 2 % 20
Midterms 2 % 20
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 1 2 2
Study Hours Out of Class 14 1 14
Quizzes 3 6 18
Midterms 1 10 10
Final 1 10 10
Total Workload 96

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.