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: | Face to face |
Course Coordinator : | Assist. Prof. DERYA TARBUCK |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to survey the development of science and technology in a historical context. |
The students who have succeeded in this course; Explains the method regarding the production of scientific knowledge and history of science. Exemplifies important scientific discoveries throughout history. Executes historical method to identify the contribution of civilizations to science. Attributes the ideas of historians regarding the Scientific Revolution. Critiques the applicability of scientific discoveries to technology using historical method. Explains the reasons why Industrial revolution came into being. |
This course will begin with earliest scientific ideas and technological developments and will proceed to medieval, early modern and modern era. |
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 | coursebook |
6) | Science in China and India | coursebook |
7) | Science in the New World | coursebook |
8) | Science in the New World II | coursebook |
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: | James E. McLellan ve Harold Dorn, Science and technology in world history: an introduction (The Johns Hopkins University Press, 2006) |
References: | Seçme Okuma Parçaları |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 20 |
Midterms | 2 | % 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 |
Midterms | 2 | 15 | 30 |
Final | 1 | 20 | 20 |
Total Workload | 92 |
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. |