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 |
GEP1502 | Great Discoveries and Inventions in the History of Science | 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 : | Assoc. Prof. DERYA TARBUCK |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims to understand how scientific knowledge is produced, changes, and affects social life through major discoveries and inventions that have occurred in different periods of scientific history. Important developments in many areas, from astronomy to medicine, from mathematics to physics and technological innovations, will be discussed in a time period extending from ancient times to the modern era. The main purpose of the course is to enable students to understand how scientific thought has evolved in a historical context and to provide a perspective that will enable them to critically evaluate the mutual relationship between science and society. It will be emphasized that inventions are not only the product of individual geniuses, but also structures shaped by the intellectual, cultural, and political conditions of the period. In this context, the course will provide students with conceptual tools to understand the historical development of scientific knowledge and will provide them with the ability to use this information in the evaluation process of scientific and technological developments in today's world. |
The students who have succeeded in this course; At the end of this course, students are expected to: Identify and explain important scientific and technological discoveries from ancient times to the modern era, Grasp the historical, cultural and philosophical contexts in which these great discoveries emerged, Analyze the effects of scientific developments on society, politics, economy and the world of thought, Work critically with primary and secondary sources related to the history of science, Follow how scientific thought and practices evolved in different civilizations and periods, Evaluate individuals, institutions and knowledge networks that played a role in the development of science, Question the interrelationships between science, technology and society through historical and current examples, Develop historical thinking skills (such as establishing causality, creating chronology, interpreting evidence) |
This course offers a comprehensive and global survey of the development of science and scientific thought across civilizations and time periods, highlighting the diverse cultural, philosophical, and technological contributions to human knowledge. Throughout the course, video lectures and lecture notes are provided each week; starting from the 5th week, weekly assignments are given to ensure that students understand the topics in depth. Teaching methods and techniques used in the course are: lecture, individual work, reading and use of digital resources. |
Week | Subject | Related Preparation |
1) | Introduction: Guiding Themes | Coursebook |
2) | Tools and Toolmakers | coursebook |
3) | Pharoes and Engineers | coursebook |
4) | Greek Science | coursebook |
5) | Alexandria and Science in the East, Islamic Contribution to Science | coursebook |
6) | Science in China and India | coursebook |
7) | Science in the New World | coursebook |
8) | Midterm Week | |
9) | Copernicus and Galileo | coursebook |
10) | Isaac Newton | coursebook |
11) | Industrial Revolution | coursebook |
12) | Legacy of the Revolution | coursebook |
13) | New Aristotelians | coursebook |
14) | The Bomb and the Genome | coursebook |
Course Notes / Textbooks: | A. C. Crombie, Augustine to Galileo: The History of Science A.D. 400–1650 Peter Dear, Revolutionizing the Sciences: European Knowledge and Its Ambitions, 1500–1700 David Wootton, The Invention of Science: A New History of the Scientific Revolution Thomas Kuhn, The Structure of Scientific Revolutions Patricia Fara, Science: A Four Thousand Year History George Sarton, Introduction to the History of Science (seçmeler) Steven Shapin, The Scientific Revolution |
References: | A. C. Crombie, Augustine to Galileo: The History of Science A.D. 400–1650 Peter Dear, Revolutionizing the Sciences: European Knowledge and Its Ambitions, 1500–1700 David Wootton, The Invention of Science: A New History of the Scientific Revolution Thomas Kuhn, The Structure of Scientific Revolutions Patricia Fara, Science: A Four Thousand Year History George Sarton, Introduction to the History of Science (seçmeler) Steven Shapin, The Scientific Revolution |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 5 |
Homework Assignments | 10 | % 35 |
Final | 1 | % 60 |
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 | 13 | 3 | 39 |
Homework Assignments | 10 | 3 | 30 |
Final | 1 | 2 | 2 |
Total Workload | 110 |
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. |