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 |
GEP1506 | History of the Modern Middle East | 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: | The aim of this course is to provide with information about the formation of the modern Middle East during and after World War I, the development of the Middle Eastern countries that emerged after it, and the power struggles that took place in the Middle East in the 20th century. |
The students who have succeeded in this course; Undergraduates who take this course will have a deeper understanding of the on-going transformation in the Middle East 1-Acquires information about the geography of the Middle East. 2-Has information about the development processes of the countries that left the Ottoman Empire and entered the process of nationalization in the Middle East until today. 3-Has information about Middle Eastern nations. 4-Have information about the power struggles over the Middle East in the 20th century. 5-20. Knows the political, economic, cultural and social transformation that the Middle East has undergone throughout the century. |
The course will cover major themes in contemporary middle east such as state-building; state power; political economy and the energy question; and the role of religion in politics. Teaching methods and techniques used in the course are: lecture, individual work, reading, discussion. |
Week | Subject | Related Preparation |
1) | World War I and the Middle East | |
2) | The Middle East in the interwar period: Türkiye (1919-1945) | |
3) | The Middle East in the interwar period: Iranian (1919-1945) | |
4) | The Middle East in the interwar period: Sweetcorn (1919-1945) | |
5) | The Middle East in the interwar period: Syria,Iraq, (1919-1945) | |
6) | Political developments in Jordan Lebanon and Saudi Arabia (!919-1945) | |
7) | Palestine and Zionism under Mandate | |
8) | Midterm Week | |
9) | Palestine issue and the Establishment of the State of Israel | |
10) | Iran during the Cold War 1945-1970 | |
11) | Egypt during the Cold War 1945-1970 | |
12) | Syria, Iraq and Lebanon during the Cold War 1945-1970 | |
13) | Israel and Palestine Issue during the Cold War 1948-1970 | |
14) | General evaluation 20th Century and the Middle East:Re-designing the Middle East after the Gulf War |
Course Notes / Textbooks: | Course Notes / Textbooks: Roger Owen (2003) State, Power and Politics in the Making of the Modern Middle East. Routledge, London and New York; M.E. Yapp (1996) The Near East Since the First World War. Longman, Pearson, Essex.; Articles to be announced. |
References: | T.G. Fraser, Modern Ortadoğu’nun Kuruluşu, Remzi Kitapevi, , İstanbul, Kasım 2011. -Roger Owen, 20. Yüzyılda Ortadoğu Ekonomileri Tarihi, Sabancı Üniv. Yay., İst. 2002. -Arthur Goldschmidt, Lawrence Davidson, Kısa Ortadoğu Tarihi, Doruk yay., İst. 2018. -William L. Cleveland, Modern Ortadoğu Tarihi, Agora kitaplığı, İst. 2008. -Sean McMeekın, Osmanlı’da Son Fasıl: Savaş-Devrim ve Ortadoğu’nun Şekillenişi, YKY, İst. 2015. -Ortadoğu’da Değişim ve Türkiye, Edit: Atila Sandıklı, Erdem Kaya, Bilgesam yay., İst. 2014. -Ortadoğu: Aktörler, Unsurlar, Sistemler, Edit: Mehmet Şahin, Kopemik yay., İst. 2019. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 10 |
Homework Assignments | 1 | % 10 |
Presentation | 1 | % 10 |
Midterms | 1 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 12 | 2 | 24 |
Presentations / Seminar | 1 | 5 | 5 |
Homework Assignments | 1 | 10 | 10 |
Quizzes | 1 | 10 | 10 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
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. |