| Academic Unit: |
Faculty of Communication |
| Mode of Delivery: |
Face to face |
| Prerequisites: |
None |
| Language of Instruction: |
English |
| Level of Course Unit: |
Undergraduate |
| Course Coordinator: |
- - |
| Course Objectives: |
The students are expected to:
• Implement research skills for market and industry research
• Enhance and apply skills gained in project management
• Advance presentation skills
• Prepare a research report or a cybergame project portfolio
• Participate in teamwork
• Apply skills and knowledge gained in their studies to real-world cases in collaboration with mentors from industry/academia |
| Course Contents: |
This course aims to provide students, who are preparing for their senior project in their final semester, with knowledge and skills of the stages of designing a basic cybergame or industry-based game in collaboration with their superviors or mentors from the relevant industry/sector. |
| Learning Outcomes of the Course Unit (LO): |
- 1- Develop an independent collaborative project,
- 2- Produce a deliverable for graduation portfolios,
- 3- Manage projects,
- 4- Work in teams,
- 5- Develop skills for professional presentation of projects in English.
|
| Planned Learning Activities and Teaching Methods: |
The course consists of a combination of readings, seminar, case study analysis, strategy building and production workshops. Seminars and discussion: The supervisor/mentor for each project will deliver seminars and discussion sessions and they will also provide students relevant reading material for developing and implementing a research project idea. The student and the supervisor/mentor will discuss ideas and the readings assigned for each week during seminars. The students are expected to come to class having read the texts. Case Study: The student and the mentor will identify a case when developing the research strategy or the strategy for multi-media production, social media or market research strategy. |
| Week | Subjects | Related Preperation |
| 1 |
Introduction to the course |
|
| 2 |
(Phase I:) Workshop – Cybergame Project |
Workshop visual |
| 3 |
(Phase I:) Meeting with supervisors |
Development of a project idea |
| 4 |
(Phase I:) Conceptualizing Research: Meaningful and Creative game Idea. |
Development of a project idea |
| 5 |
(Phase I:) Project idea preparation |
Class discussions/ presentations. |
| 6 |
(Phase II:) Project preparation |
Class discussions/ presentations. |
| 7 |
(Phase II:) Project preparation |
|
| 8 |
(Phase III:) Cybergame Design |
|
| 9 |
(Phase III:) Approval of Cybergame designs |
|
| 10 |
(Phase IV:) Project implementation |
|
| 11 |
(Phase IV:) Project implementation |
Class discussions/ presentations. |
| 12 |
(Phase IV:) Project implementation |
Class discussions/ presentations. |
| 13 |
Final Project Research Presentations |
Class discussions/ presentations. |
| 14 |
Presentations |
|
At Kadir Has University, a Semester is 14 weeks; The weeks 15 and 16 are reserved for final exams.
THE RELATIONSHIP BETWEEN COURSE LEARNING OUTCOMES (LO) AND PROGRAM QUALIFICATIONS (PQ)
| # |
PQ1 |
PQ2 |
PQ3 |
PQ4 |
PQ5 |
PQ6 |
PQ7 |
PQ8 |
PQ9 |
PQ10 |
PQ11 |
| LO1 |
|
1 |
|
2 |
2 |
|
|
|
|
|
|
| LO2 |
|
|
|
2 |
2 |
|
|
|
|
|
|
| LO3 |
|
|
|
3 |
|
|
|
|
|
|
|
| LO4 |
|
|
|
3 |
|
|
|
|
|
|
|
| LO5 |
|
1 |
|
3 |
|
|
|
|
|
|
|
Contribution: 1 Low, 2 Average, 3 High