Catalog 2018-2019 
    
    Apr 23, 2024  
Catalog 2018-2019 [ARCHIVED CATALOG]

Course Descriptions


 

Design

  
  • APDZ 386 Space, Color, and Light in Design Form Making

    5 credits
    This course provides a survey of how color and light affect form and the perception of space. Students will explore aspects of color theory, learn principles of 2D/3D/4D design, and understand how to manipulate light and shadows. Studies of how 2D graphics translate into 3D spaces will be explored. The dynamics of space and how it effects time and motion will also be covered.

    Prerequisites: Admission to the BTAD program or instructor permission.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe the principles and differences between 2, 3 and 4 dimensional design formats
    • Demonstrate familiarity with contemporary technologies for virtual representation
    • Identify effective strategies for translating physical form into virtual form and vice versa
    • Describe the historical relevance and evolution of material and form making in the built industry
    • Produce a comprehensive portfolio artifact and process document
    • Employ creative and critical thinking to enhance problem solving


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • APDZ 441 Place Making and Sustainable Design

    5 credits
    Examines essential strategies and methods for creating place and sustainable design concepts within the built industry disciplines. Students apply design thinking methodology principles including human centered design and activity centered design to develop plans, apply project concepts, demonstrate presentation skills, and produce design project artifacts specific to the built industry fields.

    Prerequisites: APDZ 312  

    Quarters Offered: Fall

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe place making and sustainable design concept development as applied to the built industry
    • Identify and discuss the unique nature of sustainable design across various design disciplines
    • Create simple project proposals including projecting possible form, constructability, use case scenarios, and long term outcomes
    • Describe constructability and feasibility as applied to a project proposal
    • Present project proposals, plans, and progress reports
    • Produce a professional quality presentation that articulates a comprehensive design proposal
    • Produce a professional quality portfolio artifact


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • APDZ 451 Design Team Practicum

    5 credits


    Under the direction of their instructor, students will work in teams to perform design tasks in partnership with real-world design projects. Some on-site work at a partner organization may be required.

    Prerequisites: APDZ 441  

    Quarters Offered: Winter

    Global Outcomes:
    This course teaches to the global outcome of Communication.

    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Participate in a team and demonstrate productive team collaboration
    • Demonstrate an ability to take direction and produce innovative results
    • Apply creative process and concept development to real-world problems
    • Perform effectively to real-world project plans
    • Apply current technology to produce real-world design vehicles
    • Apply best practice design processes to real-world problems
    • Produce marketable and professional level portfolio work


    Total Hours: 50 Lecture Hours: 50

  
  • APDZ 461 Senior Capstone Project

    5 credits
    Students will complete a culminating project integrating all of their coursework and resulting in an employment portfolio piece that involves all steps in the design process from ideation to proof of concept, showcasing their abilities.

    Prerequisites: APDZ 451  

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate mastery in some and familiarity with many tools, techniques, and technologies associated with design and its applications in the workplace
    • Express a personal design aesthetic that informs and enriches a student’s future contributions to the field
    • Employ creative and critical thinking to enhance problem solving
    • Produce a comprehensive and industry-ready design project including: discovery, concept development, iteration and design, and proof of concept


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • APDZ 497 Design Practice Internship

    1-5 credits
    Professional practice design internship designed to expand student learning in the workplace. Students work with a faculty member and internship site supervisor to formalize the academic component of the experience through development of learning objectives, professional projects, timesheets, work samples and written reviews.

    Prerequisites: Admission to the BTAD Program and instructor permission

    Quarters Offered: Fall, Winter, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Apply techniques, concepts and best practices from the classroom to real-world circumstances
    • Clarify personal career goals, and identify skills that need improving to achieve these goals
    • Self-assess strengths and weaknesses in workplace competencies, such as interpersonal skills, communication skills and roles within an organizational structure
    • Self-assess for skill gaps in technical and design abilities as they apply in the workplace
    • Utilize constructive criticism as an opportunity to improve technical and conceptual abilities in a work environment
    • Produce marketable and professional level portfolio samples


  
  • DSGN 100 College Success in Design

    2 credits
    This first-quarter course introduces students to the industries of digital design and digital gaming and surveys the resources available through the college and on campus. Topics discussed will include the degrees and certificates offered, skills needed in current creative industries, future employment pathways, and surveys of industry standard software commonly used. Students will gain the resources needed to make well-informed decisions about education and creative career goals and develop the personal and academic tools to help make those goals a reality.

    Prerequisites: ABED 040  (or placement into MATH 087  or higher) and ABED 046  (or placement into ENGL 093  or higher)

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe the different degree and certificate options and course formats offered within the design program
    • Make well-informed choices while pursuing design degrees and areas of specialization
    • Utilize an academic planning sheet to set and achieve short-term and long-term college goals
    • Describe the importance of advising day and meeting regularly with an advisor
    • Participate in a range of Canvas (LMS) features, activities, and tasks
    • Identify strategies to maximize personal learning styles, build good time management and project management skills, and manage stress and health during college
    • Navigate campus resources using the college website and web tools
    • Describe the types of job opportunities in a range of creative fields
    • Identify the types of industry standard software, hardware, web and cloud-based tools, process work, and portfolio formats commonly utilized throughout a variety of creative disciplines
    • Uphold professional standards, ethics, and copyright/fair use for creative media careers
    • Observe best practices in file naming and file management


    Total Hours: 30 Lecture Hours: 10 Lab or Clinical Hours: 20
  
  • DSGN 117 Typography

    4 credits
    This course covers typographic fundamentals, type history, and design considerations when working with type for print and screen based devices. Topics include type categories, kerning and spacing, type anatomy, hierarchy and grids, concordant, conflicting and contrasting type styles, type identification strategies, type rules, and font purchasing. Major historical and contemporary figures, written resources and trends of typographic design will be discussed.

    Prerequisites: DSGN 100 , ART 102 , and ART 121  

    Corequisites: DSGN 121  and DSGN 126  

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate knowledge of basic type principles and type history
    • Analyze type considerations for print publications and screen-based devices, including legibility and readability
    • Identify basic typeface categories
    • Demonstrate knowledge of professional type practices through projects and exercises
    • Define the differences of concordant, conflicting and contrasting type and demonstrate best practices when selecting and using these combinations
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 121 Vector Illustration 1 with Illustrator

    4 credits
    This course covers basic and intermediate illustration tools and techniques available in Adobe Illustrator. Students will learn skills to produce vector-based artwork for web, multimedia, and print graphics. Emphasis is placed on proficiency with Illustrator’s pen tool.

    Prerequisites: ABED 040  (or placement into MATH 087  or higher) and ABED 046  (or placement into ENGL 093  or higher)

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Navigate the Illustrator environment and use appropriate  tools and palettes for a given task
    • Create basic and complex shapes using the pen tool
    • Apply color using strokes, fills, and painting tools
    • Use brushes and symbols
    • Organize artwork efficiently using layers and object stacking
    • Modify drawn objects by transforming and applying effects to them
    • Transfer scanned artwork or digital image to a vector-based illustration
    • Identify appropriate deliverable file formats for various media (web, print, handheld devices)


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 122 Image Editing 1 with Photoshop

    4 credits
    This course covers basic image editing tools and techniques available in Adobe Photoshop. Students will learn skills to produce raster-based images for web, multimedia, and print.

    Prerequisites: ABED 040  (or placement into MATH 087  or higher) and ABED 046  (or placement into ENGL 093  or higher)

    Quarters Offered: Winter and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Navigate the Photoshop environment and use appropriate  tools and palettes for a given task
    • Perform basic image correction on images from scans and digital cameras, including color, exposure, and sharpening
    • Explain the appropriate use of RGB and CMYK color spaces
    • Explain the implications of resolution & image size
    • Select and modify areas of images using a variety of tools and methods, including color selection tools, masks, channels, lasso and pen tools
    • Organize artwork using layers, layer sets/comps, and adjustment layers
    • Identify and optimize files for appropriate deliverable file formats for various media (web, print, handheld devices)


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 126 Page Layout 1 with InDesign

    4 credits
    This course covers page layout design and production using Adobe InDesign. Simple to moderately complex page design will be completed using tutorials and projects. Students will improve knowledge of layout, typography, and production methods.

    Prerequisites: DSGN 100 , ART 102 , and ART 121  

    Corequisites: DSGN 117  and DSGN 121  

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Navigate the InDesign environment and use appropriate tools and panels for a given task
    • Use layout tools such as rulers, grids, and frames
    • Effectively use type in printed and digital publications
    • Demonstrate knowledge of design elements and principles in projects
    • Identify properties of vector and raster graphics, choose the optimal file format and resolution for given needs, and manage graphic links
    • Distinguish appropriate color modes and swatch types for a variety of InDesign print and screen workflows including CMYK, spot color and RGB
    • Manipulate layers and object stacking
    • Use special effects appropriately
    • Demonstrate basic knowledge of InDesign interactive features through tutorials and projects
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 128 Digital Photography

    4 credits
    This course covers a basic exploration of photography using digital cameras to shoot and edit original photo content. Understanding and applying manual camera controls, creative and technical shooting strategies, composition theory, lighting, and workflow will be addressed using industry standard Adobe software, including Photoshop, Lightroom, and Camera RAW. Access to a digital camera with manual settings is required.

    Prerequisites: DSGN 117 , DSGN 121 , and DSGN 126  

    Corequisites: DSGN 122  and DSGN 170  

    Quarters Offered: Winter and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Proficiently operate digital cameras, including the use of manual exposure, bracketing, depth of field, and motion-blur or stop-motion using aperture and shutter speed settings
    • Make appropriate in-camera decisions, settings and exposures to produce the best quality photographic image prior to image processing
    • Work with a variety of digital file formats including RAW, DNG, PSD, TIF and JPG, and use the appropriate file formats and resolutions for different photography applications
    • Apply best practices in digital photography workflow from capture to output
    • Describe the importance of photography as both a fine art and design medium
    • Effectively apply photographic lighting techniques and strategies using both natural light and studio lighting equipment
    • Produce portfolio-worthy digital photography projects that demonstrate strong photography techniques and concept development
    • Present and defend design choices for digital photography projects and exercises in a group setting, and effectively and respectfully critique others’ work


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 153 Introduction to Web and Mobile Design

    5 credits
    This course teaches the fundamentals of designing websites, mobile content, and graphics for screen-based devices. Topics include navigation, user interaction and user experience, image production and digital color theory, layout techniques, accessibility, contracts and copyright law, and managing project assets. Client relationships, audience identification, and search engine optimization are also explored.

    Prerequisites: DSGN 122 , DSGN 128 , and DSGN 170  

    Corequisites:  CSD 112 , DSGN 191 , and DSGN 155  or DSGN 233  

    Quarters Offered: Fall and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe how the principles of site architecture, navigation, and interaction affect user experience of a device or website
    • Demonstrate knowledge of the principles of interactivity through projects and exercises
    • Describe the significance of search engine optimization when designing websites
    • Optimize images for online use, including correct use of file formats
    • Organize project content from site conception to final
    • Create a detailed site proposal
    • Develop a project in a team setting
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • DSGN 155 Introduction to User-Centered Design

    4 credits
    This course is an introduction to the processes, research, and design decisions used in creating a user-experience based design solution. Focus is exploring best practices of the UX workflow/process and gaining an understanding of the various type of deliverables involved in the UX workflow/process. Students will be introduced to research methods, rapid prototyping, and collaborative design. Emphasis is placed on introducing the concept of user-experience to students.

    Prerequisites: ABED 040  (or placement into MATH 087  or higher) and ABED 046  (or placement into ENGL 093  or higher)

    Quarters Offered: Fall and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe user experience
    • Identify the benefits of user experience in relation to the design process
    • Describe the user-experience process, industry-driven techniques, best practices, tools, and deliverables
    • Evaluate and utilize research methods based on design problems and project constraints
    • Create effective solutions to design challenges based on user data


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 156 Usability Studies and Research

    4 credits
    This course is an introduction to user research and will focus on user behaviors, needs, and motivations, guided through feedback methodologies. Interviews, surveys, research groups, heuristic reviews, content analysis, usability tests, and other methods will be explored. Selection of appropriate research tools,conducting ethical user research, and transferring the collected data into design requirements will be studied.

    Prerequisites: DSGN 155  

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate an understanding of usability studies and research
    • Analyze and select appropriate research methods for individual and group projects
    • Evaluate data from usability tests to understand user’s needs
    • Apply research driven data and knowledge to design solutions


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • DSGN 157 User Interface Design

    5 credits
    This course covers fundamentals of designing interfaces between humans and machines, including kiosks, game tools, household tools, mobile phones, and keyboards. Students will engage in critical dialogue addressing the psychology of human interaction. Concepts including learnability, discoverability, and understandability will be included, and students will create design solutions based on these principles.

    Prerequisites: ART 102  and DSGN 155  

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Identify design problems and challenges in interactive devices, system,s and services
    • Respond to design challenges by applying observation techniques to understand interactions in context
    • Build interactive systems to solve problems using the user-centered design system
    • Develop conceptual models and depictions (scenarios, mock-ups and prototypes) to research prospective users
    • Design effective solutions using a participatory design process
    • Effectively present and defend individual design solutions in terms of user experience and technical design choices


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • DSGN 170 Motion Graphics With After Effects

    4 credits
    Students will learn the fundamentals of creating timeline-based graphics and animation using industry-standard motion graphics and animation software.

    Prerequisites: DSGN 117 , DSGN 121 , and DSGN 126  

    Corequisites: DSGN 122  and DSGN 128  

    Quarters Offered: Winter and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Set up and edit layers in motion graphics software
    • Use key frames to perform animations
    • Apply and combine effects to create unique and artistic content
    • Create basic 3D animations, and combine them with other motion graphics
    • Perform automated animation using expressions in After Effects


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 191 Portfolio Foundations

    4 credits


    This portfolio preparation course is designed to assist students in preparing for the Portfolio/Job Search class and future industry employment. Students will critically examine current and previous multimedia works with faculty from the program to determine strengths and areas of improvement to focus on for the remainder of the degree.

    Topics and activities will include public speaking practice, research-based assignments, portfolio presentation, revisions, and industry guest speakers. Faculty coaching and recommendations will be provided as to the best steps for success in the design and digital gaming and interactive media industries based on the quality and content of the student work in this course.

    This class should be taken halfway through the AAS-T degree program for Design and for Digital Gaming and Interactive Media.

    Prerequisites: DSGN 122 , DSGN 128 , and DSGN 170  

    Corequisites: CSD 112 , DSGN 153 , and DSGN 155  or DSGN 233  

    Quarters Offered: Fall and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe the caliber of portfolio work expected in entry-level portfolios in the student’s chosen area of the multimedia industry
    • Describe current strengths and areas that need improvement in portfolio work
    • Analyze and identify the different types of portfolios used for various industries
    • Demonstrate ability to accept constructive criticism in order to improve portfolio work
    • Demonstrate knowledge of specific areas of career interest within the multimedia field
    • Articulate the importance of refining and customizing the portfolio and other job materials to a specific target audience


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • DSGN 216 Business for Creative Professionals

    4 credits
    This course provides an overview of the decisions and tasks involved in setting up and working in the creative industry. Students will gain an understanding of the pros and cons of entrepreneurship, employment, and business opportunities. The course will address different business structures, licensing, taxes, contracts, proposals, business plans, marketing plans, social media, networking, pro-bono work, and portfolios. Students should take this course in their first year.

    Prerequisites: CSD 112 DSGN 153 , DSGN 191 , and DSGN 155  or DSGN 233 

    Corequisites: ART 252  and DSGN 258  or DSGN 268  

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe the differences between a freelance creative professional, a small partnership, a full-time employee, or a contractor
    • Describe the steps and legal requirements involved with starting a new creative business, as well as the pros and cons of entrepreneurship and different business structures
    • Create and evaluate business contracts, project proposals, and business and marketing plans
    • Identify common business support services such as legal, financial, accounting, and insurance
    • Analyze market trends to identify where opportunities have historically existed, and where new opportunities may be found
    • Leverage social media to create contacts, and pursue the next steps in building a professional industry network 


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 233 Web Authoring with Dreamweaver

    4 credits
    Students will learn to create traditional and mobile device-friendly websites with Dreamweaver. Skills in layout and interactivity will be honed as students combine Dreamweaver with contemporary web building tools such as scripts, libraries and plug-ins to produce functional web content across a variety of devices.

    Prerequisites: DSGN 122 , DSGN 128 , and DSGN 170  

    Corequisites: CSD 112 DSGN 153 , and DSGN 191  

    Quarters Offered: Fall and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create and edit responsive web sites for computers and mobile devices using Dreamweaver
    • Demonstrate the ability to add and modify web graphics within the Dreamweaver interface
    • Create and style forms
    • Demonstrate understanding of local and remote site management
    • Utilize industry standard scripts, libraries and plug-ins with Dreamweaver to leverage web design functionality and flexibility across devices


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 241 Vector Illustration 2 with Illustrator

    4 credits
    This course covers intermediate and advanced illustration tools and techniques available in Adobe Illustrator. Students will learn skills to produce moderately complex vector-based artwork for web, multimedia, and print graphics. Interoperability with other industry standard graphic software will be examined.

    Prerequisites: DSGN 121  

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Identify multiple visual solutions to client illustration needs
    • Create artwork in various styles using Illustrator tools
    • Show mastery of the pen tool
    • Demonstrate best practices such as managing colors and layers, minimizing file size, converting raster to vector
    • Correctly prepare artwork for multiple forms of distribution (print, web, digital devices)
    • Combine Illustrator artwork with other graphics applications


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 242 Image Editing 2 with Photoshop

    4 credits
    This course covers intermediate to advanced application of Photoshop skills, including photo retouching, seamless compositing, layer and channel manipulation, and image size/resolution optimization.

    Prerequisites: DSGN 122  

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Correct a photo efficiently to fix flaws, remove color casts and apply sharpening
    • Describe the difference between global and local image editing
    • Demonstrate effective use of channels to create and manipulate colors, effects, selections, and masks
    • Use a nondestructive workflow in raster image editing projects by use of Adjustment Layers, Smart Objects, Masks, Filters, Blending Modes, and Effects
    • Combine several images into a seamless composite using appropriate tools
    • Use a scanner as part of a project workflow, and effectively adjust scanner settings for different types of scanned images
    • Demonstrate best practices for image resolution and optimization for web, screen, and print
    • Create and apply textures, patterns, and painterly effects using a variety of Photoshop tools
    • Use Photoshop export/optimization functions in a web design workflow
    • Create effective solutions to design problems using the elements and principles of design
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 246 Digital Publishing and Complex Layouts

    4 credits


    This course covers intermediate to advanced page-layout design and interactive digital publishing techniques using Adobe InDesign and other industry standard software. Students will refine design and production skills specific to publishing for print, tablet, or screen. Emphasis is placed on developing an understanding of layout formats and deliverables suitable for print and electronic publishing formats.

    Prerequisites: DSGN 126  

    Quarters Offered: Fall, Winter

    Global Outcomes:
     

     

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate mastery of tools, panels, interactive features, and color workflows
    • Expertly use typography in print and screen-based publications
    • Produce high-quality graphics in a variety of page-layout settings
    • Demonstrate appropriate use of filters, blend modes, and effects for a given task
    • Create effective solutions to design challenges using the elements and principles of design including the use of grids, the golden rectangle, and other compositional strategies
    • Deliver appropriate file formats for commercially printed and digital interactive materials
    • Produce a range of different types of interactive tablet publications using InDesign panels and features
    • Create and apply character, paragraph, and other styles effectively through projects and exercises
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • DSGN 248 Professional Design Workflow

    4 credits
    In this course students will be guided through best practices in a professional design workflow as they focus on a quarter-long, multifaceted project. Students will analyze and leverage appropriate tools and techniques of various graphic and layout programs to achieve optimal results for the project deliverables. Market research, sketching, process work, and presentation skills will be examined as components to a successful design workflow. Interoperability of graphic programs such as Photoshop and Illustrator, and how these programs feed into larger layout projects, will be examined in the class.

    Prerequisites: DSGN 126  

    Quarters Offered: Winter and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Conceptualize, build, and present a multifaceted design project using Illustrator, Photoshop, and a variety of industry-standard layout tools and programs
    • Describe the importance of market research, concept sketches, and documentation of process work in the professional design workflow
    • Demonstrate a solid understanding of interoperability between industry standard graphic software programs, including best practices in managing colors and layers, minimizing file size, converting raster to vector, and incorporating graphics into greater layout projects
    • Demonstrate knowledge of basic elements and principles of design by identifying and integrating these visual strategies into a range of simple to complex project pieces
    • Provide a client with efficient design solutions while dealing with deadlines and budget constraints
    • Professionally present and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 258 Prepress

    4 credits
    An introduction to the processes used to produce digital publications and high-quality commercially printed documents. Focus is on developing best practices in project workflow and an understanding of final deliverables suitable for tablet publications or commercial printing. Students should take this course near the end of their studies.

    Prerequisites: CSD 112 , DSGN 153 , DSGN 191 , and DSGN 155  or DSGN 233 

    Corequisites: ART 252  and DSGN 216  

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe workflows and file preparation processes for ePublications, interactive documents, and commercially printed documents
    • Assess appropriate use of color (CMYK, RGB, or spot) for various types of digital publishing jobs, including cost factors
    • Differentiate how font selection, color modes, and graphic files are handled when working in print or screen workflows
    • Preflight and package print files correctly with necessary fonts, graphics, and separation capabilities
    • Respectfully present, defend, and critique design choices in a group setting


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 259 International User Experience

    5 credits
  
  • DSGN 260 Information Design

    5 credits
  
  • DSGN 261 Usability Testing

    5 credits
  
  • DSGN 262 User Experience and Prototyping

    5 credits
  
  • DSGN 268 Introduction to Content Management Systems

    4 credits
    This course introduces students to common Content Management System (CMS) platforms. Topics include how to develop CMS-based websites; install, modify, and create new templates; add and edit content; and use modules and plug-ins.

    Prerequisites: CSD 112 , DSGN 153 , DSGN 191 , and DSGN 155  or DSGN 233 

    Corequisites: ART 252  and DSGN 216  

    Quarters Offered: Fall and Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Select an appropriate CMS system given specific criteria
    • Install, develop, and maintain a CMS based website
    • Install, create, and modify templates to be used on CMS based websites
    • Install  modules and plug-ins on web hosting servers
    • Use critical thinking and CMS best practices to meet industry standards related to cross browser compatibility and web accessibility
    • Describe file hierarchy and workflow best practices in a CMS environment
    • Use Adobe Dreamweaver CMS integration features


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DSGN 290 Portfolio/Job Search

    5 credits
    This course covers the elements of portfolio preparation and the job search process for employment in the multimedia field. Best practices for portfolio creation and delivery will be examined, including critical decision-making about which pieces to include based on target audiences or desired careers.

    Prerequisites: ART 252 DSGN 216 , and DSGN 258  or DSGN 268  

    Corequisites: DSGN 298  or DSGN 248  

    Quarters Offered: Winter and Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create a variety of quality portfolio projects within their chosen fields of specialty
    • Present themselves to a potential employer in a confident, professional manner
    • Critically examine prior work to determine how to improve it
    • Deliver a portfolio in multiple digital formats
    • Identify job opportunities in their chosen area
    • Customize resumes and cover letters to specific opportunities or target audiences
    • Showcase design skills via portfolio presentation


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • DSGN 298 Industry Practicum

    4 credits
    Students in this course will choose between a team project or an off-site industry-related internship. Team project students will collaboratively set and implement learning objectives, timelines, in-progress critique methods, and deliverable goals. The team will consider and document all steps in the design process from research and concept to final presentation of their chosen industry relevant project. Students choosing to do an internship will procure the internship themselves and review the opportunity with the faculty member. These students will work with an internship site supervisor and the course instructor to formalize the academic component of the experience through developing of learning objectives, timesheets, work samples, and written reviews.

    Prerequisites: ART 252 DSGN 216 , and DSGN 258  or DSGN 268  

    Corequisites: DSGN 290  

    Quarters Offered: Winter and Spring

    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

Diesel and Heavy Equipment Technician

  
  • DHET 122 Welding Applications

    4 credits
    A study of welding procedures with a focus on developing skills needed for fabrication and repair of heavy equipment and trucks.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Corequisites: DHET 123 , DHET 124 , DHET 125 .

    Quarters Offered: Summer, Fall

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while welding
    • Fabricate accessory devices for heavy equipment
    • Repair accessory devices for heavy equipment
    • Cut, grind, bend, weld as needed for heavy equipment repair


    Total Hours: 70 Lecture Hours: 10 Lab or Clinical Hours: 60
  
  • DHET 123 Heavy Duty Electrical Systems

    4 credits
    The study of heavy duty electrical systems and sub-systems with a focus on design, repair, inspection, removal and installation. Hands-on troubleshooting and test equipment usage.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Corequisites: DHET 122 , DHET 124 , DHET 125 .

    Quarters Offered: Summer, Fall

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow safety practices involving heavy duty electrical systems
    • Diagnose, test, and repair starting systems
    • Diagnose, test, and repair lighting systems
    • Diagnose, test, and repair accessory systems


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • DHET 124 Electronic Applications

    4 credits
    The study of electronic systems and sub-systems used with a focus on design, repair, inspection, removal and installation. Hands-on troubleshooting and test equipment usage. This course teaches to the global outcome of communication.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Corequisites: DHET 122 , DHET 123 , DHET 125 .

    Quarters Offered: Summer, Fall

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working on electronic systems
    • Troubleshoot electronic components used in Heavy Duty systems
    • Use test equipment to determine needed electronic  system repairs
    • Locate, remove and replace jor repair major electronic components as per OEM standards
    • Effectively repair or replace wiring harness components connecting electronic subsystems
    • Interpret  and explain the meaning of symbols used in  electronic system schematics to co-workers


    Total Hours: 70 Lecture Hours: 10 Lab or Clinical Hours: 60
  
  • DHET 125 Basic Maintenance

    3 credits
    The study of maintenance requirements and recommended procedures related to heavy equipment and trucks. Hands-on guided practice on customer equipment and program training aids.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Summer, Fall

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safety practices while performing basic maintenance tasks
    • Perform preventative maintenance tasks using industry provided schedules
    • Locate specifications and capacities using OEM data sheets and electronic online sources
    • Successfully complete a proficiency exam that meets industry standards


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 131 Engine Principles/Components

    3 credits
    The study of internal combustion engine operating principles for both two cycle and four cycle application. Includes major component identification and function as well as OEM terminology.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Fall, Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working on engines
    • Explain internal combustion engine operating principles
    • Identify an engines major components and describe the function of each
    • Describe the difference between two cycle and four cycle engine operation
    • Successfully complete a proficiency exam that meets industry standards


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 132 Gasoline/Liquid Propane Gas Systems

    3 credits
    The study of gasoline and liquid propane fueled engines. Combustion processes, engine subsystems maintenance, repair, adjustments. Includes application and installation requirements.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or enrollment in DHET 131 .

    Quarters Offered: Fall, Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working on engines
    • Effectively use OEM terminology related specifically to gasoline or LPG engines or subsystems
    • Performeffective gasoline or LPG engine diagnostic procedures
    • Perform effective gasoline or LPG engine removal and installation procedures
    • Perform effective gasoline or LPG engine repair procedures
    • Perform effective gasoline or LPG engine maintenance procedures


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 133 Diesel Systems

    3 credits
    The study of diesel fueled engines. Combustion processes, engine subsystems maintenance, repair, adjustments. Includes application and installation requirements.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or enrollment in DHET 131  and DHET 132 .

    Quarters Offered: Fall, Winter

    Global Outcomes:
    This course teaches to the global outcome of Information Literacy.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working  on engines
    • Explain the operation of diesel engines throughout each cycle to include relative component position in rotation by degree, action by direction, or reaction caused by pressure or temperature change
    • Effectively use OEM terminology related specifically to diesel engines or subsystems
    • Perform effective diesel engine diagnostic procedures
    • Perform effective diesel engine repair procedures
    • Perform effective diesel engine maintenance procedures


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 134 Fuel Injection

    3 credits
    The study of fuel injection systems. Includes operating principles, component identification, maintenance, repair, installation, and application.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or enrollment in DHET 131 , DHET 132  and DHET 133 .

    Quarters Offered: Fall, Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with fuel injection systems
    • Describe fuel injection systems operating principles
    • Describe the difference between fuel injection systems operation used by modern engine manufactures
    • Use OEM terminology related to fuel injection systems operation and component identification
    • Perform effective diagnostic procedures used on fuel injection systems
    • Perform effective repair procedures used on fuel injection systems
    • Successfully complete a proficiency exam that meets industry standards


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 135 Diagnostics/Adjustments/Emissions

    3 credits
    The study of electronically controlled engine subsystems. Includes operating principles, component identification maintenance, trouble-shooting, computer diagnostics, repair, installation techniques, emissions and controls.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or enrollment in DHET 131 , DHET 132 , DHET 133  and DHET 134 .

    Quarters Offered: Fall, Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with fuel injection systems, electronically controlled engine subsystems and emission control system
    • Identify electronically controlled engine subsystems and emission control components
    • Diagnose and repair electronically controlled engine subsystems and emission control components 
    • Describe differences between electronically controlled engine subsystems and emission control components used by modern engine manufactures
    • Successfully complete a proficiency exam that meets industry standards


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 211 Hydraulic Fluid Power I

    6 credits
    An introduction to fluid power basic laws and fluid characteristics. System components, identification and application.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with hydraulic fluid power systems
    • Diagnose open and closed center systems
    • Repair variations of open and closed center systems
    • Use hydraulic systems by researching and compiling data to varied uses of hydraulics
    • Disassemble, inspect, and adjust hydraulic systems according to manufacturers’ specifications


    Total Hours: 100 Lecture Hours: 20 Lab or Clinical Hours: 80
  
  • DHET 213 Hydraulic Fluid Power II

    6 credits
    A continuation of the study of fluid power with focus on troubleshooting, maintenance, and system integration. Includes schematic interpretation.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or concurrent enrollment in DHET 211  and DHET 212.

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with hydraulic fluid power systems
    • Test oil filtration systems by demonstrating how to inspect, select and change filters in accordance to manufacturers specifications
    • Maintain hydraulic systems by performing assignments related to system care in accordance to manufacturers specifications
    • Interpret basic schematics and symbols, and  read hydraulic symbol drawings and flow diagrams
    • Disassemble, inspect and explain the functions and principles of the operation of hydraulic systems
    • Disassemble, assemble and repair hydraulic motors in accordance to manufacturers specifications
    • Disassemble, assemble and repair hydraulic accumulators in accordance to manufacturers specifications
    • Repair reservoirs, oil coolers, hoses, pipes, tubes, couplers, and seals
    • Disassemble, assemble and repair hydraulic cylinders by disassembling and reassembling cylinders


    Total Hours: 100 Lecture Hours: 20 Lab or Clinical Hours: 80
  
  • DHET 214 Diesel Mechanical Practices

    3 credits
    A study of the concepts of force and work applied to mechanical, fluid, and thermal energy systems. The course includes problem-solving and workplace applications.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113  and TRAN 125 .

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with mechanical, fluid and thermal systems
    • Apply math and formulas to resolve mechanical problems
    • Apply math and formulas to resolve fluid problems
    • Research electronic resources  and use technical information to make troubleshooting and repair decisions


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 221 Power Trains/Standard

    6 credits
    The study of clutches, manual transmissions, drivelines, U- joints and differentials. Includes operation, maintenance, disassembly, re-assembly and installation.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Winter, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with Power Trains/Standards
    • Disassemble, inspect, install and adjust clutches in accordance to manufacturers specifications
    • Disassemble, inspect, repair, reassemble, and adjust manual transmissions in accordance to manufacturers specifications
    • Repair all variations of drive shafts
    • Disassemble, inspect, repair and reassemble, install and adjust differentials in accordance to manufacturers specifications


    Total Hours: 100 Lecture Hours: 20 Lab or Clinical Hours: 80
  
  • DHET 222 Power Trains/Power Shift

    6 credits
    The study of power shift transmissions, torque converters and machine steering systems. Includes instruction in maintenance, repair, installation and application.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Winter, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with Power Trains/Power Shift
    • Disassemble, inspect, repair and reassemble power shift transmissions, planetary gears, hydraulic clutch packs, planet carriers
    • Inspect, test, remove and replace  torque converters
    • Inspect, test, remove and replace hydraulic couplers and hydraulic retarders


    Total Hours: 100 Lecture Hours: 20 Lab or Clinical Hours: 80
  
  • DHET 223 Traction and Components

    3 credits
    The study of traction and related components and undercarriage systems used in heavy duty applications. Includes instruction in maintenance, adjustment, removal and installation.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Winter, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working with Tractions and components
    • Disassemble, inspect, repair and reassemble tractor type undercarriage components
    • Adjust tracks to O.E.M. specifications
    • Comply with industry standard safe practices while working with traction systems


    Total Hours: 50 Lecture Hours: 10 Lab or Clinical Hours: 40
  
  • DHET 231 Steering/Suspension/Frames

    5 credits
    The study of heavy duty steering, suspension, and frame systems. A focus on terminology, application, inspection, repair and adjustment procedures.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Summer, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Follow industry standard safe practices while working on heavy duty steering, suspension systems and frame systems
    • Identify all major components of heavy duty steering, suspensions, and frame systems
    • Troubleshoot, remove and replace components of heavy duty steering, suspensions and frame systems
    • Perform adjustment tasks to industry standards


    Total Hours: 80 Lecture Hours: 20 Lab or Clinical Hours: 60
  
  • DHET 232 Pneumatics

    5 credits
    A study of pneumatic system components such as wiper motors, brake valves, air springs, and locking mechanisms. Includes instruction in application, maintenance, repair, installation, and schematic interpretation.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125 .

    Quarters Offered: Spring, Summer

    Student Outcomes/Competencies:
    Upon successsful completion of this course students will be able to:

    • Follow industry standard safe practices while working on pneumatice operated systems
    • Troubleshoot, maintain, and repair pneumatic system components
    • Adjustment and inspect for travel and applied angle


    Total Hours: 90 Lecture Hours: 10 Lab or Clinical Hours: 80
  
  • DHET 233 Foundation Brakes

    5 credits
    The study of foundation brake systems and components including purpose, nomenclature, repair, maintenance, adjustment, and drivability complaint diagnosis.

    Prerequisites: TRAN 110 , TRAN 112 , TRAN 113 , TRAN 125  and completion of, or concurrent enrollment in DHET 232 .

    Quarters Offered: Spring, Summer

    Student Outcomes/Competencies:
    Upon successful  completion of this course students will be able to:

    • Demonstrate industry standard safe practices while working on foundation brake systems
    • Demonstrate understanding of foundation brake system operating concepts
    • Demonstrate repair and maintenance procedures of foundation brake systems to industry standard
    • Test foundation brake system component operation and compare to DOT specifications
    • Demonstrate how to measure lining wear and determine compare to legal limit specifications
    • Demonstrate proper adjustment procedures and inspect for travel and applied angle


    Total Hours: 80 Lecture Hours: 20 Lab or Clinical Hours: 60

Digital Gaming and Interactive Media

  
  • GAME 101 Introduction to Video Game Development

    4 credits
    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 105 Storyboard Development

    4 credits
    This course will continue with hands-on drawing exercises that explain a concept on paper through drawing, and finally, several concepts in sequence. Gain a further understanding of the communication visually between employee and employer, graphic designer and client, and designer to designer.

    Prerequisites: ART 121  

    Quarters Offered: Fall

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course, students will be able to:

    • Demonstrate an understanding of transferring an idea to a drawn visual image
    • Demonstrating an understanding of transferring a set of ideas into a visual image that directly relates to a time line of events
    • Demonstrate a solid understanding of transferring a group of ideas to drawn images presented in a sequential fashion - a storyboard


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 108 Interactive Media Design

    5 credits


    This course explores current trends and development in interactive media and interface/interaction design. Students will gain an understanding of terminology and concepts essential to interactive platforms by observing and analyzing contemporary content, and applying theoretical interaction principles to projects and exercises. Elements and principles of design will be reviewed with an emphasis on applying these principles to interaction design and usability for web and mobile device content.

    Prerequisites: ABED 046  (or equivalent placement score for ENGL 093  or higher) and ABED 040  (or equivalent placement score for MATH 087  or higher)

    Quarters Offered: Fall, Winter, Spring

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    This course teaches to the global outcome of Information Literacy.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Develop professional awareness through research and networking
    • Define concepts and terminology in interaction design
    • Define the processes for developing interactive applications from concept to final product
    • Analyze various types of interactive media based on game theory and strategy, their historical context, future applications, and current trends
    • Evaluate interactive applications critically


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20

  
  • GAME 124 Introduction to 3D with Maya

    4 credits
    This course is an introduction to the 3D content creation process as practiced in Maya. Best practices for 3D modeling, texturing, file management, and animation will be examined. Students will build several small scenes and render those scenes into movies. Emphasis will be placed on 3D as it relates to the video game industry.

    Prerequisites: DSGN 122 , ABED 046  (or equivalent placement score for ENGL 093  or higher), and ABED 040  (or equivalent placement score for MATH 087  or higher)

    Quarters Offered: All

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Model small scenes using Maya
    • Create, manipulate and render 3D content
    • Build basic scenes within Maya
    • Create simple animations within Maya
    • Manage files and content congruent with Industry
    • Devise multiple ways to build objects in 3D


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 127 Level Editing 1

    4 credits
    This course is an introduction to the elements of creating and modifying content and levels within the Unity Game Engine. Best practices for level creation and delivery will be examined, including importing 3D objects from Maya, applying textures, creating terrain and creating special effects. Emphasis will be placed on modifying existing Unity content and Environmental Design.

    Prerequisites: GAME 124  

    Quarters Offered: All

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Design their own small game level (mod) in Unreal (UDK)
    • Present and defend their mod
    • Identify, critique, and explore different game types within Unreal
    • Perform basic editing of level textures and lights in Unreal
    • Import 3D objects from Maya into Unreal
    • Place procedural objects in Unreal
    • Place and manipulate a skydome in Unreal
    • Create water volumes and edit terrain in Unreal


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 130 Concept Art - Characters

    4 credits


    This course covers the elements of traditional concept art creation as it applies to the video game industry. Best practices for traditional and electronic character creation for portfolio usage will be examined. Photoshop will also be used to help express these characters.

    Prerequisites: ART 121  and DSGN 122  

    ART 205  recommended

    Quarters Offered: Winter

    Global Outcomes:
     

     

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Draw characters in action poses
    • Draw characters from written descriptions
    • Draw characters in “turnaround” poses
    • Describe how Photoshop is used in the game  industry to render concept art
    • Recognize the importance of openness in interactions when critiquing
    • Present characters and defend technical and artistic choices


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 134 3D Materials and Textures

    4 credits
    This course covers the elements of creating portfolio quality Shaders/Textures applied to a 3D scene. Best practices for creating realistic looking textures will be applied. Students will apply techniques learned in class and build a realistic 3D scene based on a theme.

    Prerequisites: GAME 124  

    Quarters Offered: Fall, Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create realistic looking textures in Photoshop
    • Apply various textures to 3D objects in a scene
    • Create Alpha channels
    • Create Bump and Normal maps
    • Model props in a using current 3D software


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 137 Lighting and Effects

    4 credits
    This course covers the elements of lighting, shading, and special effects within Maya. Best practices for the creation of high definition modeled and rendered scenes for use in the student’s portfolio are covered. Emphasis will be on learning the benefits of using different lights within Maya as well as creating a final modeled and rendered 3D scene.

    Prerequisites: GAME 124  

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Add and test lighting within a scene
    • Add and adjust shadows in a scene
    • Create a layered shader in Maya
    • Use dynamics in Maya
    • Use particle effects in Maya
    • Use fog effects in Maya
    • Create, document, and/or relay processes or information to peers and instructor


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 138 Introduction to Environmental Art

    4 credits


    This course introduces students to the basics of creating 3D Environmental Art within Maya. Students will create props and environments suitable for a game environment. Best practices for creating 3D models and related textures will be used to create a final 3D scene suitable for the student’s portfolio.

    Prerequisites: GAME 124  

    Quarters Offered: Winter, Spring

    Global Outcomes:
     

     

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Design props and textures for a game level
    • Edit basic level textures and lighting
    • Use “lipsticking” techniques and layered shaders to create blended textures
    • Model props for levels using Maya
    • Create tileable textures
    • Create fog and related special effects for level
    • Expand upon ideas received by creating 3D environments from written descriptions


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 148 Concept Art - Digital Painting

    4 credits
    This course covers the elements of traditional and electronic drawing of Landscape and Level concept art as it relates to the electronic gaming field. Best practices for creating portfolio quality work will be examined, including web-based tutorials and traditional drawing demonstrations. Students will present their work to peers on a regular basis. Emphasis will be placed on traditional drawing of landscapes based on written and visual reference. Electronic landscape drawings will be produced for the final project.

    Prerequisites: ART 121  and DSGN 122  

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Draw from existing levels from in-game views
    • Draw multiple variations of a similar landscapes
    • Draw landscape and cityscape scenes
    • Use Alias Sketchbook at a basic level
    • Use Sketchup at a basic level
    • Use various Photoshop techniques to embellish a landscape or scene
    • Troubleshoot the basic methods of making a landscape look compelling and realistically drawn


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 150 Character Animation I

    4 credits
    This course covers the elements of rigging and animating a character in Maya. Students will rig a skeleton in Maya, and apply that rig to a character. Students will also animate this character in various short Maya scenarios. Emphasis on traditional animation techniques will be applied in this course.

    Prerequisites: GAME 124  

    Quarters Offered: Fall, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Rig 3D models
    • Skin and weight in Maya
    • Effectively use various animation techniques in Maya
    • Lip sync in Maya


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 165 3D Character Design

    4 credits
    Students construct and map “Low Polygon” 3D characters of their own design in this course. Students practice various modeling and skinning techniques and construct their own texture map for this character. Students learn to differentiate key attributes between a High Polygon and a Low Polygon character.

    Prerequisites: GAME 124  

    Quarters Offered: Winter, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Utilize various modeling techniques
    • Apply high quality textures to Model
    • Troubleshoot polygonal issues


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 182 Level Editing II

    4 credits
    Students will work on small teams to create a game mod using an industry standard level editing software. Best practices for advanced level editing techniques will be practiced as well level design theory, creation, and workflow.

    Prerequisites: GAME 124  and GAME 127  

    Quarters Offered: All

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Use advanced tools in a level editing to create game levels
    • Create particle effects within the Unreal Developer Kit (UDK)
    • Create triggers and procedurally generated content within the UDK
    • Create traditionally drawn schematics and maps of levels to relate to a team
    • Pitch your vision of a game prototype to industry peers
    • Play different roles on a game development team


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 210 High Resolution Sculpting I

    4 credits
    This course will introduce students to the basics of the ZBrush software. Students will learn the techniques associated with ZBrush as well as Basic 3D modeling theory.

    Prerequisites: GAME 124  

    Quarters Offered: All

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Construct basic models in 3D using Zbrush
    • Edit existing models with Zbrush
    • Paint textures using Zbrush
    • Compare and analyze various modeling techniques
    • Troubleshoot technical problems


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 215 High Resolution Sculpting II

    4 credits
    This course will build on the student’s previous knowledge of Zbrush and introduce advanced skills related to implementing Zbrush into the game production pipeline. Students will learn how to create highly detailed characters and objects that can be displayed in portfolios.

    Prerequisites: GAME 210  

    Quarters Offered: All

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create high end models for game production
    • Implement high end skills like topology, extraction, and normal mapping
    • Paint textures using Zbrush and export to Maya
    • Create a portfolio piece to show potential employers
    • Customize the interface, create macros, and tweak Zscripts


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 266 Character Animation II with Maya

    4 credits


    Course builds upon the character and technical animation skills learned in MMDP 150 Character Animation 1. Students will rig a skeleton in Maya, apply and weight that rig to a character mesh, and animate the character in Maya with emphasis on advanced digital and traditional and character animation techniques.

    This course develops a mastery of character acting and emotional facial animation in Maya with advanced rigging techniques with the goal of producing a professional quality demo sample reel. Students will learn to animate looping and linking game play animation cycles- walk, run, jump, fall, hit, recoil, gesture, idle, etc.

    Prerequisites: GAME 124  and GAME 150  

    GAME 165  recommended

    Quarters Offered: Fall

    Global Outcomes:
     

     

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create and implement a rig for biped character animation in Maya
    • Utilize key frame and procedural animation
    • Adjust and edit skin weights
    • Create looping cycles of key-framed actions
    • Create fluid, dynamic character animation
    • Create emotionally expressive facial and body gestures.
    • Create lip sync facial animation
    • Utilize Motion Capture data
    • Produce professional quality animation demo reel


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 267 C# Programming in Unity Game Engine

    5 credits
    Course teaches students C# programming language in the context of a Unity gameplay experience. This programming course is a bridge between the Digital Gaming and Information Technology Applications Development (ITAD) programs. Digital Gaming students will learn and apply programming language to game design. ITAD students will experience and create interactive programming for gaming.

    Prerequisites: CSD 111  

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create object oriented design and implement interactive software in Unity game engine
    • Incorporate 3D interactive graphics including modeling, animation, transformations, lighting, shaders, and ray casting
    • Write gameplay code in C# programming language, classes, inheritance, and event-driven programming
    • Create C# code that allows for high level control of gameplay behavior, movement, and events
    • Write programming sequences of gameplay AI (Artificial Intelligence)
    • Simulate the physics principles of gravity and collision detection with C# code
    • Collaborate on interdisciplinary projects


    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • GAME 272 Game Development - Team Projects

    4 credits


    Students will form  production teams based on roles in professional game development studio. Team members will develop their specialized skills as they design, create and develop playable games for public display and potentially commercial distribution.

    Students will develop the disciplines and skills of concept art, game design, story narrative, character creation, animation, game mechanics, environmental art, event triggering, level editing, game programming, sound creation and audio editing, project management, promotion, presentations and play testing.

    The teams will develop projects on  current and next-gen gameplay engines and technology including mobile, PC, MAC, Oculus Rift and consoles.

    Prerequisites: GAME 108 GAME 124 , GAME 127 GAME 148 , and instructor permission

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course student team members will be able to:

    • Develop an original game concept and produce a game design document
    • Collaborate effectively with other team members to develop playable interactive experiences that are congruent with the game industry standards
    • Present games at PAX Game Expo in Seattle


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 273 Digital Gaming Workshop - 3D Portrait Modeling

    4 credits


    Workshop introduces students to 3D facial modeling using Blender software. Class teaches fundamental industry-standard modeling skills to create a realistic 3D portrait that students may transform into a personalized fantasy portrait bust model.

    The project will result in a final digital file format that can be rendered and 3D printed by the student. Blender is a free 3D modeling program that the student can continue to use after the workshop.

    This course covers Facial Concept, Design and Development, Modeling, 3D Materials & Textures, UV Mapping, Digital Painting Texture. Previous game design and creation, traditional art and digital graphics programs and coding experience are a plus.

     

    This course is exempt from the underage enrollment process.

    Prerequisites: Passion for gaming, familiarity with different gameplay genres, strong computer software skills. Instructor permission required.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create original character concepts and designs
    • Create professional-quality 3D models
    • Develop digital painting skills
    • Create textures in Adobe Photoshop
    • Create UV texture maps and apply co-ordinates to 3D character
    • Apply digital lighting principles to 3D Model
    • Output files to create physical models with 3D printers


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 274 Digital Gaming Workshop - A Game in a Month

    4 credits


    Workshop fast-tracks game development led by an industry professional. Students work individually or on teams to develop playable games or apps with state of the art game development hardware and software-Maya, Blender, Z-Brush, Photoshop, and Wacom Tablets.

    Projects are developed using current industry-standard Unity Game Engine, which is available free for students to use after the workshop to continue developing and refining their projects.

    This course teaches Interactive Concept, Design and Development, Gameplay U.I., U.X., Team Dynamics, Leadership skills. Previous game design and creation, traditional art and digital graphics programs and coding experience are a plus.

     

    This course is exempt from the underage enrollment process.

    Prerequisites: Passion for gaming, familiarity with different gameplay genres, strong computer software skills. Instructor permission required.

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Create original game play concepts
    • Design gameplay interaction
    • Design and layout gameplay levels
    • Collaborate with teams based on professional models
    • Conceptualize and implement gameplay mechanics
    • Balance game play principles of obstacles, difficulty, and reward
    • Play, test, and evaluate gameplay
    • Self-publish game
    • Present original game or application


    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40

  
  • GAME 275 Capstone Team Project

    4 credits
    This is a final quarter team-based game development course with an emphasis on developing and defining individual skill sets, relevant industry roles, and game play mechanics, as well as experiencing project management styles and utilizing version control. This course is interactive and industry career-focused and provides students with guideance to develop a strong final portfolio piece to include in DSGN 290 Portfolio/Job Search .  

    Prerequisites: CSD 105  or CSD 111 DSGN 191 DSGN 216 GAME 108 GAME 124 GAME 127 , and GAME 210    

    Total Hours: 60 Lecture Hours: 20 Lab or Clinical Hours: 40
  
  • GAME 280 Game Industry Internship

    4 credits
    Game industry internship designed to expand student learning in the workplace. Students apply for internships at relevant companies and work with a faculty member and internship supervisor to formalize the academic component of the experiences through development of learning objectives, professional resume, timesheets, work samples, and written reviews.

    Prerequisites: Instructor permission required

    Total Hours: 100 Lecture Hours: 10 Practicum or Internship Hours: 90
  
  • GAME 310 Digital Storytelling: Components of Narrative and Mythology

    5 credits
    Stories, narratives, are the tools we use to make sense of life. As humans, we seek to understand the events and challenges of our lives by formulating them into story, telling the tale. This course is an introduction to the archetypal tales, characters, and structures that comprise the foundation on which stories are built in film, literature, game design, art, music, education, and other contexts.

    Prerequisites: Admission to the BAS in Digital Gaming and Interactive Media program

    Total Hours: 50 Lecture Hours: 50
  
  • GAME 312 Interactive Media Studies

    3 credits
    This course will explore the formal, aesthetic, and cultural aspects of interactive experience and the relationship of digital games to traditional games and other media. Lectures will examine interactive media from an academic standpoint: history, aesthetics, genres, cultural context, and social significance. Lecture and labs will deconstruct and analyze various forms of interactive media such as cards and board games to develop an understanding of their theory and structure. Lectures and lab will explore the intersection of technology, user experience, user interface, game design, and publishing, and how evolving digital technology is changing mass media as well as personal social interactions.

    Prerequisites: Admission to the BAS in Digital Gaming and Interactive Media program

    Total Hours: 40 Lecture Hours: 20 Lab or Clinical Hours: 20
  
  • GAME 315 Principles of Game Play Mechanics

    3 credits
    Students will develop a literacy and mastery of the ontology and principles of game play mechanics and how these elements define player’s interactions with the rules of a game. Students will comprehend the formal properties of games: rules, objectives, challenges, rewards, goals, player actions, strategies, and game states. Students will research and develop non-traditional, experimental, and artistic games as well as games with a commercial focus. Students will develop an awareness of the social and ethical consequences of their projects and explore beyond what are traditionally thought of as games.

    Prerequisites: Admission to the BAS in Digital Gaming and Interactive Media program

    Total Hours: 40 Lecture Hours: 20 Lab or Clinical Hours: 20
  
  • GAME 318 2D Game Design

    3 credits
    This course examines and workshops the development process for 2D games. Students will create multiple original games in common genres for multiple hardware platforms. Topics covered will focus on aesthetics, level design, visual cues, incentive, difficulty, level flow, play controls, scripting, audio, and mechanics in 2D.

    Prerequisites: GAME 312  and GAME 315  

    Quarters Offered: Winter

    Total Hours: 40 Lecture Hours: 20 Lab or Clinical Hours: 20
  
  • GAME 330 Advanced Character Rigging

    4 credits
    This course covers the primary elements of rigging a character in Maya. This course blends the art and the science of building a character rig. Students will spend time practicing what was demonstrated during the lecture portion of each class.

    Prerequisites: GAME 124 , GAME 312 , and GAME 315  

    Quarters Offered: Spring

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 332 3D Game Design

    4 credits
    This course examines and workshops developing games for interactive 3D game engines. Students will create multiple game projects in different genres. Student will develop mastery of 3D game mechanics, controls, and cameras. The course will explore the use of aesthetics, mechanics, and level design, and how they fit in with each of the many 3D game genres.

    Prerequisites: GAME 267  and GAME 318  

    Quarters Offered: Spring

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 335 Advanced Animation

    4 credits
    This course covers the fundamentals of animating a bi-ped character in Maya. Through animation assignments students will create looping and sequential animation as well as working with motion capture data. Emphasis on traditional animation principles and techniques are applied in this course. 

    Prerequisites: GAME 124 GAME 267 , and GAME 318  

    Quarters Offered: Spring

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 410 Interactive System Design

    3 credits
    This course explores the fundamental principles of interactive design; visual communication and the psychological principles related to design; human perception, memory, and cognitive flow; and conceptual approaches to visual systems. Students will develop the conceptual, analog, and digital skills and tools needed to design, build, and evaluate games and interactive experience systems. Labs will include flowcharting information architecture, storyboarding intuitive user interface and user experience, and rapid interface prototyping techniques.

    Prerequisites: GAME 330 , GAME 332 , and GAME 335  

    Quarters Offered: Fall

    Total Hours: 40 Lecture Hours: 20 Lab or Clinical Hours: 20
  
  • GAME 412 Designing for Platforms and Hardware

    4 credits
    This course will explore different interactive platforms and hardware and examine how to develop design strategies and game play experiences to best utilize the capability of each target platform. Students will learn how to design and create for multi-platform experiences as well as for specific platforms such as mobile, virtual reality, augmented reality, and site-based experiences. Students will learn how to exploit the potential advantages as well as design around the limitations and specific hardware and software requirements of each platform. Considerable emphasis is given to the design consideration of platform-specific user interface and user experience.

    Prerequisites: GAME 330 , GAME 332 , and GAME 335  

    Quarters Offered: Fall

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 415 Production Team 1: Preproduction

    4 credits
    This is the first class of a year-long course broken into three sections. The class will be organized into teams to develop an extensive project. Preproduction will examine and model through how real projects are designed, vetted, and planned before entering full production. Not only will students design and prototype the project and it systems, but they will plan and schedule the development using existing design methodologies based on given target dates, design specifics, task lists, and dependencies.

    Prerequisites: GAME 330 , GAME 332 , and GAME 335  

    Quarters Offered: Fall

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 420 Technical Design

    5 credits
    This course explores the technical side of interactive development. Students will examine core systems to better understand how the overall system works. Student will study and create projects exploring rendering pipelines, shaders, AI systems, physics engines, and other elements at the core of interactive design. Emphasis will be placed on optimization for multiple platforms, including AR/VR and developing technologies.

    Prerequisites: GAME 410 , GAME 412 , and GAME 415  

    Quarters Offered: Winter

    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • GAME 422 Production Team 2: Production

    4 credits
    This course builds on Production Team 1: Preproduction and focuses on entering the development process and building the project.  The academic focus will be on management of production timelines and schedules, regular and effective communication, and the production process itself. Students will produce projects based on pre-determining design specifications; maintaining and meeting milestone schedules; using and maintaining project management software; and maintaining version/source control software to ensure effective communication within the team and management. 

    Prerequisites: GAME 415  

    Quarters Offered: Winter

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20
  
  • GAME 430 Production Team 3: Postproduction

    5 credits
    This course builds on Production Team 2: Production and focuses on completing, testing, and marketing the project. Throughout the course, the development will end and the project will be prepared for release and submission.

    Prerequisites: GAME 422  

    Quarters Offered: Spring

    Total Hours: 60 Lecture Hours: 40 Lab or Clinical Hours: 20
  
  • GAME 432 Capstone Portfolio

    4 credits
    Students will concentrate on developing their entrepreneurial skills and creating a professional quality portfolio which expresses their unique creative vision and demonstrates their specific industry skills. Lecture and lab will include revising work to industry specifications, editing demo reels, engaging in industry job research, practicing concept pitches and job interviews, developing self-publishing strategies, and developing a robust online and social media professional network. Work will be critiqued by peers and industry professionals.

    Prerequisites: GAME 420  and GAME 422  

    Quarters Offered: Spring

    Total Hours: 50 Lecture Hours: 30 Lab or Clinical Hours: 20

Early Childhood Education

  
  • ECED 130 Practicum II - Teaching Young Children

    3 credits
    In this course students will apply best practices for engaging in young children in meaningful learning experiences. In addition, students will focus on creating and implementing curriculum.

    Prerequisites: ECED& 120 , ECED& 160 , and EDUC& 115 .

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate appropriate practices in planning and implementing curriculum for young children.
    • Work with co-teachers to plan developmentally appropriate environments and activities.
    • Evaluate the needs of children in the class, and create learning experiences based on the interests of the children.
    • Develop a project based learning experience including documentation and planning in multiple areas.
    • Communicate curriculum ideas and the planning process with co-teachers, parents and children.


    Total Hours: 70 Lecture Hours: 10 Practicum or Internship Hours: 60
  
  • ECED 145 Science, Math, Music, and Creative Activities in ECE

    5 credits
    In this course students will explore ways to teach basic science, math, arts and music in early childhood education. Students will become familiar with the principles of instruction to introduce concepts and provide practice for early learners in each of the areas.

    Prerequisites: ABED 046  and ABED 040  or placement scores.

    Quarters Offered: Summer

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Identify and create age appropriate skills and objectives
    • Explain the importance of science, math, music and art activities in the classroom
    • Develop written activity plans to provide practice in each of the course topics
    • Implement and evaluate planned activities
    • Set up appropriate interest centers to provide practice in science, math, music and art
    • Work as a cooperative member of a small group


    Total Hours: 50 Lecture Hours: 50
  
  • ECED 199 Independent Study

    2-5 credits
    In this course students will identify and complete a supervised special project in Early Childhood Education.

    Prerequisites: Instrucotr permission required

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Identify and examine a specific area of study in early childhood education
    • Design and implement outcomes and assessment methods for their specific project
    • Select, evaluate, and synthesize appropriate research to complete a research paper on the chosen topic
    • Evaluate completed research paper


    Total Hours: 50 Lecture Hours: 50
  
  • ECED 200 Practicum III - Reflection

    3 credits
    In this course students will use their observation skills to build an awareness of children’s growth and development. In addition, students will focus on adjusting their teaching strategies and curriculum based on the observations.

    Prerequisites: ECED 130  and ECED& 190 .

    Quarters Offered: Fall

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate observation and assessment methods
    • Establish a system or tool for observation and use it in the classroom on a regular basis
    • Reflect on their teaching approaches, curriculum and classroom environment
    • Review their observations and think of ways to adjust teaching and curriculum based on these observations


    Total Hours: 70 Lecture Hours: 10 Practicum or Internship Hours: 60
  
  • ECED 215 Capstone Practicum

    3 credits


    In this course students will plan and implement a two-week curriculum. Students will work collaboratively with lab partner/lead teacher to create the environment and assess the activity planning.

    Note: The 2015-2016 catalog previously listed the course credits in error at two credits. ECED 215 is a three credit course and is iffered as such.

    Prerequisites: Instructor permission.

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Plan implement and evaluate a children’s program
    • Communicate to staff members information related to environmental planning and programming
    • Receive suggestions/input from supervisor and peers and respond in a professional manner
    • Implement changes needed as the result of program evaluation


    Total Hours: 70 Lecture Hours: 10 Practicum or Internship Hours: 60

  
  • ECED& 105 Intro to Early Childhood Education

    5 credits
    This course explores the foundations of early childhood education. Students examine theories defining the field, issues and trends, best practices, and program models. In addition students observe children, professionals, and programs in action.

    Corequisites: ECED& 120 .

    Quarters Offered: Fall, Spring

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Explain current theories and ongoing research in early care and education as it applies to children, families, and early childhood programs
    • Describe how children learn and develop through play and the role of play in early childhood programs
    • Observe an early childhood environment and identify examples of best practices
    • Compare and contrast early learning models
    • Identify appropriate guidance and discipline techniques used in family and early learning settings
    • Describe the observation, assessment, and teaching cycle used to plan curriculum and activities for young children
    • Apply professional code of ethics for early care and education to resolve a dilemma
    • Describe major historical figures, advocates, and events shaping today’s early childhood education
    • Explain the need for building partnerships with families and developing strategies for working effectively with families from a variety of cultural, linguistic, ethnic, and socioeconomic backgrounds


    Total Hours: 50 Lecture Hours: 50
  
  • ECED& 107 Health, Safety and Nutrition

    5 credits
    In this course students develop knowledge and skills to ensure good health, nutrition, and safety of children in group care and education programs. They learn to recognize the signs of abuse and neglect, responsibilities for mandated reporting, and available community resources.

    Quarters Offered: Fall, Spring

    Global Outcomes:
    This course teaches to the global outcome of Information Literacy.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe verbally and in written format policies to prevent illness in childcare settings, schools and other programs
    • Describe appropriate safety policies that prevent and minimize accidents for both indoor and outdoor environments
    • Apply skills in emergency first aid, food service, routine health and safety practices, and mandated reporting
    • Describe the role of nutrition as it relates to development, licensing, regulations for childcare, and government food programs
    • Create developmentally appropriate health, safety, and nutrition education materials and activities
    • Identify common indicators if illnesses/infectious disease and state in verbal and written format the steps to be followed to prevent and report illness/infectious disease
    • Identify the signs of abuse and neglect in children and explain the required licensing procedures to report abuse as a mandated reporter
    • Evaluate indoor and outdoor environments and develop a plan for improvement


    Total Hours: 50 Lecture Hours: 50
  
  • ECED& 120 Practicum - Nurturing Relationships

    2 credits
    In this course students will apply best practices for engaging in nurturing relationships with children. In addition, students will focus on keeping children healthy and safe while promoting growth and development.

    Corequisites: ECED& 105 .

    Quarters Offered: Fall, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Demonstrate appropriate practices that ensure and maintain the health, safety, and nutrition of children
    • Establish supportive relationships with children; guide them as individuals and as part of a group
    • Serve children and families in a professional manner
    • Demonstrate cultural competence and responsiveness within and across cultures
    • Create an inclusive, welcoming and respectful environment where all children, youth and families can take pride in their cultural identities, beliefs, and practices


    Total Hours: 40 Lecture Hours: 10 Practicum or Internship Hours: 30
  
  • ECED& 132 Infants/Toddlers Care

    3 credits
    Examine the unique developmental needs of infants and toddlers. Study the role of the caregiver, relationships with families, developmentally appropriate practices, nurturing environments for infants and toddlers, and culturally relevant care.

    Quarters Offered: Fall, Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe developmental milestones from birth to 36 months articulating the influences of individual development, temperament, and cultural norms
    • Design a plan to create reciprocal, culturally sensitive partnerships with families.
    • Describe state infant/toddler child care regulations and procedures related to group size, health, nutrition, and safety
    • Describe guidance techniques that are appropriate and effective with infants and toddlers
    • Create and critique infant and toddler early learning environments
    • Construct a plan for developmentally appropriate, culturally relevant curriculum that supports language, physical, cognitive, creative, social, and emotional development
    • Identify resources supporting infant/toddler programs and infant/toddler specialists


    Total Hours: 30 Lecture Hours: 30
  
  • ECED& 134 Family Child Care

    3 credits
    Learn the basics of home/family child care program management. Topics include: licensing requirements; business management; relationship building; health, safety, & nutrition; guiding behavior and; promoting growth & development.

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe family child care licensing standards
    • Evaluate specific practices, determining effectiveness in meeting children’s needs for maintaining good health, safety, and nutrition
    • Compare strategies for establishing developmentally appropriate, socially /culturally relevant, safe child care environments in the home setting
    • Design developmentally/socially / culturally appropriate plans and activities meeting the needs of children in multi-age groups
    • Describe and evaluate guidance methods fostering responsibility, independence, self-reliance, and positive social /emotional growth in children
    • Identify strategies for family child care business management including marketing, risk management, staffing, tax planning, accounting, and record keeping
    • Discuss strategies for family child care providers to balance the demands of operating their business with meeting the needs of their families
    • Identify resources meeting the needs of family child care providers and the families they serve


    Total Hours: 30 Lecture Hours: 30
  
  • ECED& 139 Administration of Early Learning Programs

    3 credits
    In this course students will learn administrative skills required to develop, open, operate, manage and assess early childhood education and care programs. In addition, students will explore techniques and resources available for Washington State licensing and NAEYC standard compliance.

    Quarters Offered: Spring

    Global Outcomes:
    This course teaches to the global outcome of Teamwork.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Identify and communicate an early learning program’s philosophy, mission statement, and corresponding daily practice
    • Create program policies and practices in compliance with state child care licensing codes, food program guidelines and accreditation standards
    • Plan for appropriate staffing, meals, equipment, materials, and programming for specific age groups
    • Employ a variety of strategies to maintain regular communication with families and provide opportunities for parent engagement and education
    • Plan a balanced budget
    • Identify methods for recruiting, hiring, evaluating, supervising and supporting professional development of program personnel
    • Use tools to evaluate program effectiveness and identify areas for improvements
    • Articulate and apply the NAEYC Code of Ethics


    Total Hours: 30 Lecture Hours: 30
  
  • ECED& 160 Curriculum Development

    5 credits
    This course is an investigation of learning theory and its relationship to curriculum development for young children. Students will focus on methods for planning and evaluating developmentally appropriate curriculum to facilitate development based on the needs and interest of children.

    Quarters Offered: Winter

    Global Outcomes:
    This course teaches to the global outcome of Information Literacy.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Explain major early childhood curriculum theories and current trends such as theme based, emergent, inquiry based, integrated and project approach
    • Use a variety of resources, including WA State Guidelines, program standards and NAEYC Developmentally Appropriate Practice principles to plan curriculum
    • Create curriculum which supports children’s language/communication, cognitive, social/emotional, fine/gross motor and cognitive development
    • Plan developmentally appropriate activities and schedules which promote child growth and learning
    • Observe, document and assess individual and group needs, interest and skills for the purpose of curriculum planning and on-going modification of plans


    Total Hours: 50 Lecture Hours: 50
  
  • ECED& 170 Environments

    3 credits
    This course focuses on the adult’s role in designing, evaluating, and improving indoor and outdoor environments which ensure quality learning, nurturing experiences, and optimizes the development of young children.

    Quarters Offered: Spring

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Design environments that protect the health and safety of children and adults, providing balance between activities that are indoor and outdoor, quiet and active, and allow for interaction with others as well as time alone
    • Develop environmental strategies for guiding children’s behavior helping them develop pro-social skills and the ability to self-regulate
    • Plan an environment, schedule, routine and activities that meet the needs of learners ages zero to 8, promoting growth across all domains and in all disciplines
    • Describe strategies to achieve compliance with Washington Administrative Code for licensed child care and/or other state/federal regulations pertinent to early learning environments
    • Compare policies and environments which recognize the importance of establishing space and programming that are welcoming to families and provide opportunities for all to participate
    • Evaluate the quality and effectiveness of early learning environments serving differing age groups (infant, toddler, school-age.)


    Total Hours: 30 Lecture Hours: 30
  
  • ECED& 180 Language and Literacy Development

    3 credits
    This course focuses on teaching strategies for language acquisition and literacy skill development examined at each developmental stage (birth-age 8) through the four interrelated areas of speaking, listening, writing, and reading.

    Quarters Offered: Winter

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Define language acquisition and early literacy; describe developmentally appropriate literacy behaviors
    • Discuss the value of early literacy learning and the role of adults in promoting the “power and pleasure” of literacy
    • Analyze and select children’s literature and other learning materials for a population of diverse learners, reflective of all
    • Recognize and create activities/resources that support (infant/toddler through age 8) oral language development and early literacy learning
    • Describe a developmental continuum and assessment practices for documenting reading and writing acquisition
    • Identify strategies for recognizing and responding to academic, linguistic and cultural differences in children


    Total Hours: 30 Lecture Hours: 30
  
  • ECED& 190 Observation and Assessment

    3 credits
    In this course students will practice collecting and presenting observational data of children, teaching practices, and learning centers in an early childhood setting. Students will also practice reflection techniques, summarizing conclusions, and communicating findings.

    Quarters Offered: Spring

    Global Outcomes:
    This course teaches to the global outcome of Critical Thinking.

    Student Outcomes/Competencies:
    Upon successful completion of this course students will be able to:

    • Describe reasons for collecting observational and assessment data
    • Identify characteristics and signs of growth, development, learning, and social behaviors
    • Identify techniques for avoiding bias, judgments, and assumptions in observations
    • Collect factual, descriptive information using a variety of tools, i.e. running records, anecdotal records, checklists, time and event samples, portfolios and developmental continuums
    • Record information in an appropriate manner for future interpretation
    • Interpret the information as it relates to general growth and development and the specific children observed
    • Describe and demonstrate professional ethics and etiquette that applies to the collection and communication of observation data


    Total Hours: 30 Lecture Hours: 30
 

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