Course Information
SemesterCourse Unit CodeCourse Unit TitleT+P+LCreditNumber of ECTS Credits
1DOT101Programming Fundamentals I1+2+023

Course Details
Language of Instruction Turkish
Level of Course Unit Bachelor's Degree
Department / Program Digital Game Design
Mode of Delivery Face to Face
Type of Course Unit Compulsory
Objectives of the Course The aim of this course is to teach students the basic concepts of programming such as algorithms, flow diagrams and structural programming, and to gain the ability to code basic programming with a programming language.
Course Content The content of the course provides a basic introduction to programming concepts and defines the basic units of measurement of computer science. It teaches students the first steps on how to design algorithms in order to give them problem solving skills. Focusing on basic programming constructs such as decision structures and loop structures, it provides examples of how to use these constructs. It also gives examples of looping and decision structures using the Java programming language and explains how to use one- and multi-dimensional arrays. Finally, it covers programming techniques such as dynamic arrays, list structures and subroutines. This course aims to provide students with basic programming skills and a solid foundation in computer science.
Course Methods and Techniques 1: Theoretical Expression, 2: Drill and Practice, 3: Problem Solving, 4: Question and Answer, 5: Discussion, 6: Demonstration, 7: Study Group, 8: Directed Practice, 9: Brainstorming, 10: Self-Study, 11: Problem Solving, 12: Project Based Learning
Prerequisites and co-requisities None
Course Coordinator None
Name of Lecturers Instructor Ayşe Çoban ayse.coban@gedik.edu.tr ayse.coban@gedik.edu.tr
Assistants Research Assist. Atakan Seç atakan.sec@gedik.edu.tr atakan.sec@gedik.edu.tr
Work Placement(s) No

Recommended or Required Reading
Resources Downey, A. B., & Mayfield, C. (2020). Think Java: How to Think Like a Computer Scientist. O'Reilly.
Köseoğlu, K. (2005). Programcılık Mantığı. İstanbul: Pusula Yayıncılık.
Vatansever, F. (2020). Algoritma Geliştirme ve Programlamaya Giriş, 14. Baskı, Seçkin Yayınları.

Course Category
Field %100

Planned Learning Activities and Teaching Methods
Activities are given in detail in the section of "Assessment Methods and Criteria" and "Workload Calculation"

Assessment Methods and Criteria
In-Term Studies Quantity Percentage
Mid-terms 1 % 40
Quizzes 2 % 0
Assignment 10 % 0
Attendance 14 % 0
Final examination 1 % 60
Total
28
% 100

 
ECTS Allocated Based on Student Workload
Activities Quantity Duration Total Work Load
Course Duration 15 3 45
Hours for off-the-c.r.stud 14 1 14
Assignments 10 1 10
Mid-terms 1 3 3
Practice 10 1 10
Final examination 1 4 4
Total Work Load   Number of ECTS Credits 3 86

Course Learning Outcomes: Upon the successful completion of this course, students will be able to:
NoLearning Outcomes
1 Knows how to create a new project in the game engine.
2 Can make studies and applications using the game engine.
3 Uses the created projects in the field of game development.
4 Gains the ability to advance oneself in terms of game creation ideas.
5 While applying digitalization of game design, adopts a problem-solution focused and critical approach.
6 Improves his vision and applies his professional knowledge in the digital game field.


Weekly Detailed Course Contents
WeekTopicsStudy MaterialsMaterials
-5 Ability to develop professional projects by designing or modeling two- and three-dimensional characters/animations Weekly application examples and explanations (web environment)
1 Ability to understand the conceptual importance of games and game studies in the fields of communication, art, design and software Weekly application examples and explanations (web environment)
2 Gaining the ability to make experience-oriented applications that center the player and the user Weekly application examples and explanations (web environment)
3 To have the necessary knowledge of computer technologies and software to develop games in line with the needs of the game industry Weekly application examples and explanations (web environment)
4 Ability to use game engines effectively to reflect creative ideas Weekly application examples and explanations (web environment)
6 Ability to evaluate developed digital game designs consistently Weekly application examples and explanations (web environment)
7 Ability to create effective visual and audio designs for digital games Weekly application examples and explanations (web environment)
8 Midterm
9 Designs; be able to be used effectively in the context of the game's theme, subject and target audience Weekly application examples and explanations (web environment)
10 Ability to introduce the developed digital/desktop game to players, investors and developers Weekly application examples and explanations (web environment)
11 Ability to accurately market the game idea, its features, originality and commercial potential Weekly application examples and explanations (web environment)
12 Ability to analyze the e-Sports gaming subculture Weekly application examples and explanations (web environment)
13 Ability to analyze gaming subcultures such as tabletop games and role-playing games Weekly application examples and explanations (web environment)
14 Revision of the shortcomings of the applications for the Final Exam, general criticism and evaluations Weekly application examples and explanations (web environment)


Contribution of Learning Outcomes to Programme Outcomes
P1 P2 P3 P4 P5 P6 P7 P8 P9 P10 P11
All 2 3 4 1 1 1 1 1 1 1 1
C1 2 3 5 2 1 1 1 1 1 1 1
C2 3 3 5 3 1 1 1 1 1 1 1
C3 3 3 5 3 1 1 1 1 1 1 1
C4 3 3 5 3 1 1 1 1 1 1 1
C5 2 3 4 4 1 1 1 1 1 1 1
C6 2 3 4 4 1 1 1 1 1 1 1

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https://obs.gedik.edu.tr/oibs/bologna/progCourseDetails.aspx?curCourse=204006&curProgID=5728&lang=en