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
GEP0433 English for Specific Purposes II Spring 3 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: GE-Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Instructor ELİF CANAN ONAT
Course Objectives: 1. to identify the specific language
2. to demonstrate the language appropriate to the activities of the discipline in terms of grammar, lexis, register, study skills, discourse and genre

Learning Outputs

The students who have succeeded in this course;
1. to guess unknown vocabulary from context
2. to use complex sentence structures and academic phrases
3. to identify the audience, tone, and purpose in specific language
4. to analyze coherence, cohesion, and unity in specific language
5. to summarize in specific language
6. to paraphrase in specific language
7. to apply rules and conventions of academic writing
8. to write a piece of writing in specific language

Course Content

ESP language skills based on the definition of CEFR C Level of English

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course requirements, syllabus, evaluation system and materials Stated in the syllabus.
2) Stated in the syllabus.
3) Stated in the syllabus.
4) Stated in the syllabus.
5) Stated in the syllabus.
6) Stated in the syllabus.
7) Stated in the syllabus.
8) Stated in the syllabus.
9) Stated in the syllabus.
10) Stated in the syllabus.
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12) Stated in the syllabus.
13) Stated in the syllabus.
14) Stated in the syllabus.

Sources

Course Notes: Compiled Materials, OUP and CUP materials, and Internet sources
References: Stated in the syllabus.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 0 % 0
Laboratory 0 % 0
Application 0 % 0
Field Work 0 % 0
Special Course Internship (Work Placement) 0 % 0
Quizzes 10 % 40
Homework Assignments 0 % 0
Presentation 0 % 0
Project 0 % 0
Seminar 0 % 0
Midterms 1 % 20
Preliminary Jury 0 % 0
Final 1 % 40
Paper Submission 0 % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 14 4 56
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 14 1 14
Quizzes 10 1 10
Preliminary Jury 0 0 0
Midterms 1 1 1
Paper Submission 0 0 0
Jury 0 0 0
Final 1 2 2
Total Workload 125

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.