DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GEP1065 | History of Civilization I | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. NURAN FERYAL TANSUĞ DOURLARİS |
Course Lecturer(s): |
Assist. Prof. DERYA TARBUCK Assist. Prof. NURAN FERYAL TANSUĞ DOURLARİS |
Recommended Optional Program Components: | None |
Course Objectives: | Introducing the students to the history of civilizations through a comparative perspective. |
The students who have succeeded in this course; 1. Students shall develop critical thinking 2. Students shall analyze and critique historical developments 3. Students shall synthesize diverse kinds of information and to express ideas clearly and cogently. 4. Students shall develop abilities to recognize and analyze historical problems 5. Students shall understand and critique the concept of civilization 6. Students shall understand why the first civilizations did emerge in the eastern part of the world. |
Examining how civilization came into being and analyzing emergence of major world civilizations. |
Week | Subject | Related Preparation |
1) | Neolithic Age: Agriculture and Rise of Civilization | coursebooks |
2) | Mesopotamian Civilizations | coursebooks |
3) | Ancient Egypt | coursebooks |
4) | Ancient India | coursebooks |
5) | Ancient China | coursebooks |
6) | Anatolian Civilizaitons, Hittites and Persian Empire | coursebooks |
7) | Ancient Greece | coursebooks |
8) | Hellenistic Period | coursebooks |
9) | Introduction to Rome; Roman Republic | coursebooks |
10) | Roman Empire | coursebooks |
11) | The Origins of Christianity | coursebooks |
12) | The End of the Classical Era: World History in Transition | coursebooks |
13) | Civilization in Eastern Europe: Byzantium | coursebooks |
14) | Early Medieval Age | coursebooks |
Course Notes / Textbooks: | Course Notes / Textbooks Peter Stearns, Michael Adas et all, The Global Experience, World Civilizations Albert M. Craig, William A. Graham et all, The Heritage of World Civilizations |
References: | None |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 20 |
Midterms | 1 | % 40 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Quizzes | 2 | 8 | 16 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 93 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |