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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
IMC6210 Color in Space 3 Spring 3 0 3 6
Course Type : University Elective
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction:
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Dr. Öğr. Üyesi BİHTER ERDEM OKUMUŞ
Dersin Öğretim Eleman(lar)ı: Dr. Öğr. Üyesi BİHTER ERDEM OKUMUŞ
Dersin Kategorisi: Competency Development (University Elective)

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: The aim of this course is to enable students to identify fundamental concepts of color theory, analyze the effects of color on spatial perception and user experience, evaluate color harmonies in different contexts, and apply this knowledge to the design process through digital and experiential studies.
Course Content: This course covers the fundamental principles of color theory, color harmonies, and the effects of color on spatial perception. In the initial phase, color concepts are introduced theoretically and explored through digital applications. In later stages, students develop color compositions based on nature observations and various representational methods such as collage, photography, and abstract forms. The course concludes by integrating theoretical knowledge with experiential and practice-based studies.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Identifies the fundamental concepts of color theory.
  2) Analyzes the effects of color on spatial perception, psychology, and user experience.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Evaluates different color harmonies within design contexts.
  2) Develops original color schemes through observation, digital applications, and experiential studies.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Applies color decisions to the design process using visual and digital representation tools.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Introduction to color, color theory, and basic definitions
2) Continuation of color theory presentation + introduction to basic Photoshop tools and color editing techniques
3) Monochromatic color harmony – Digital application
4) Analog color harmony – Digital application
5) Complementary color harmony – Digital application
6) Split complementary color harmony – Digital application
7) Midterm exam preparation and general review
8) Midterm exam
9) Triadic color harmony – Digital application
10) Tetradic color harmony – Digital application
11) Field trip: observation of color, texture, and light in nature
12) Color composition through collage studies
13) Color application through photographic studies
14) Color studies based on animal forms – Final evaluation
15) Final Exam
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: Birren, F. (1988). Color Psychology and Color Therapy. New York: McGraw-Hill.

Ching, F. D. K., & Binggeli, C. (2018). Interior Design Illustrated. Hoboken: Wiley.
References: Itten, J. (1970). The Art of Color. New York: John Wiley & Sons.

Mahnke, F. H. (1996). Color, Environment, and Human Response. New York: Van Nostrand Reinhold.

Birren, F. (1988). Color Psychology and Color Therapy. New York: McGraw-Hill.

Ching, F. D. K., & Binggeli, C. (2018). Interior Design Illustrated. Hoboken: Wiley.

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)

1

2

3

4

5

Program Öğrenme Çıktıları (PÖÇ)
1) Can explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification.
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process.
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Can explain the concepts relating to the computer science and design techniques required in digital game design.
2) They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work.
3) He can apply game design elements in various fields within the context of gamification. 3
4) Can analyse historical and theoretical knowledge relating to analogue and digital games.
5) They can develop designs in a digital environment by using their three-dimensional thinking skills.
6) They can analyse design elements by applying their theoretical knowledge during the game development process.
7) They can analyse design elements by applying their theoretical knowledge during the game development process. 2
8) You can solve problems by using artificial intelligence techniques during the game development process.
9) They can apply calculations based on the principles of mathematics and physics in game design processes.
10) They can apply animation techniques in digital games developed for various platforms.

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Demonstration
Views
Homework
Technical Visit

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Final Exam
Report Evaluation
Homework Evaluation

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Homework Assignments 1 % 15.00
Midterms 1 % 35.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 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 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 1 28 28
Total Workload of Teaching & Learning Activities - - 70
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 0 0 0
Midterms 1 30 30
Semester Final Exam 1 53 53
Total Workload of Assesment & Evaluation Activities - - 83
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 153
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 6