BCA600-01 - SPECIAL SUBJECT (THESIS)
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
SPECIAL SUBJECT (THESIS) | BCA600-01 | Any Semester/Year | 4 | 0 | 4 | 30 |
Prequisites | Having completed the must master courses | |||||
Course language | Turkish | |||||
Course type | Must | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Discussion | |||||
Instructor (s) | Faculty members and lecturer | |||||
Course objective | Studying of thesis | |||||
Learning outcomes |
| |||||
Course Content | 1. Selecting the thesis topic, 2. Reviewing all the references with the selected topic, 3. Preparing the research proposal, 4. Developing a scale, 5. Studying on the reliability and validity of the scale, 6. Administering the scale and evaluating the findings, 7. Reporting the research results. | |||||
References | All the references related to selected thesis topic in literature |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Selecting the thesis topic |
Week 2 | Selecting the thesis topic |
Week 3 | Selecting the thesis topic |
Week 4 | Selecting the thesis topic |
Week 5 | Reviewing all the references with the selected topic |
Week 6 | Reviewing all the references with the selected topic |
Week 7 | Reviewing all the references with the selected topic |
Week 8 | Reviewing all the references with the selected topic |
Week 9 | Preparing the research proposal |
Week 10 | Preparing the research proposal |
Week 11 | Developing a scale |
Week 12 | Developing a scale |
Week 13 | Developing a scale |
Week 14 | Developing a scale |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 0 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 14 | 50 |
Specific practical training | 0 | 0 |
Assignments | 0 | 0 |
Presentation | 14 | 50 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 0 | 0 |
Final exam | 0 | 0 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 28 | 100 |
Percentage of final exam contributing grade succes | 0 | 0 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 4 | 56 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 10 | 19 | 190 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 25 | 350 |
Presentation / Seminar Preparation | 14 | 11 | 154 |
Project | 0 | 0 | 0 |
Homework assignment | 0 | 0 | 0 |
Midterms (Study duration) | 0 | 0 | 0 |
Final Exam (Study duration) | 0 | 0 | 0 |
Total Workload | 52 | 59 | 750 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest