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 |
GEP1501 | Anatolian Civilizations | Fall | 3 | 0 | 3 | 4 |
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. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims to provide an introduction to the history of civilizations in Anatolia starting from the archaeology of ancient prehistoric ages to the late Ottoman era. Anatolia’s unique geographical positioning will be highlighted while studying archaeological, art historical, and textual data to explore the extraordinarily rich cultural history of this region. Our main focus will be on the social, cultural, artistic, and architectural developments of these civilizations, their interactions, and how they linked to their predecessors in history. |
The students who have succeeded in this course; At the end of the course, you will have: 1. Some general knowledge about the past civilizations of Anatolia. 2. Starting with the earliest settlements, you will be able to see the basic phases of developments in arts, architecture, social, and cultural domain in Anatolia. 3. To identify structures from certain periods in Anatolia according to their periods and typologies, 4. To develop awareness of protecting cultural heritage 5. To acquire the habit of visiting museums 6. To know the geography of Anatolia and to define the place of civilizations in these geographies according to periods. |
Special emphasis will be placed on monumental artwork and artifacts of the Ancient Anatolia as the product of cultural and historical factors. We will examine how and why the sites and monuments in Anatolia decisively shaped Western European, Greek Orthodox, and Islamic civilizations. In our course, teaching methods and techniques will be used; lecture, reading, trips and other methods. |
Week | Subject | Related Preparation |
1) | Introduction to the course, Syllabus, evaluation and course materials. | |
2) | Anatolia, Land, Peoples, and Civilizations. Göbeklitepe, Hacılar, and Çatalhöyük. | |
3) | Bronze Age Civilizations, Hitites, Assyrians, and Urartians. | |
4) | The city of Troy, Iliad and Odyssey, the myth and reality behind the treasures of Troy. Phrygians, Lydians, Lycians, and Carians. | |
5) | Greco-Anatolian Civilization, Hellenistic Legacy, their art and architecture, Pergamon. | |
6) | Roman Civilization in Anatolia, their art and architecture. Ephesus, Side, Perge and Aphrodisias. | |
7) | Christian Age and Byzantines, Constantinople. The Hagia Sophia, Byzantine Art and Architecture. | |
8) | Midterm Week | |
9) | Filed Trip and Assignment. Details will be announced. (Ayasofya, İstanbul Archeology Museum etc) | |
10) | Seldjuki art and architecture | |
11) | Anatolian Principalities, art and architecture. Early Ottoman art and architecture. | |
12) | From Edirne to Istanbul, Mehmed II, conquest and the aftermath. | |
13) | Climax of the Classical Period, Age of Sinan, his works and portrait as the Ottoman Renaissance artist. | |
14) | Westernization in Ottoman art and architecture. Climate of change after the 18th century. |
Course Notes / Textbooks: | Ekrem Akurgal, Ancient Civilizations and Ruins of Turkey Aptullah Kuran, Architecture in Turkey from the Seljuks to the Republic Godfrey Goodwin, Ottoman Architecture Recommended readings are listed under each related week |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 15 |
Homework Assignments | 1 | % 15 |
Final | 1 | % 60 |
Paper Submission | 1 | % 10 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 12 | 2 | 24 |
Homework Assignments | 1 | 10 | 10 |
Quizzes | 1 | 15 | 15 |
Paper Submission | 1 | 10 | 10 |
Final | 1 | 2 | 2 |
Total Workload | 100 |
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. |