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 |
GEP1604 | Interpersonal Communication | 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: | Face to face |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | The main objective is the development of self-understanding and understanding of others through the acquisition of effective communication techniques presented within the framework of emotional intelligence and transactional analysis. |
The students who have succeeded in this course; The students’ mastery of these effective communication techniques is expected to produce a disciplined and conscious use of “self’ in professional as well as personal relationships - a requirement of the modern world. |
This course focuses on the theoretical background AND practice of interpersonal skills for communicating, establishing and maintaining goals in one-to-one relationships and group situations as well as effective problem solving techniques. . The focus of the first half of the course is on the theoretical background of these communication techniques. The second half focuses on both theory and exercises on interpersonal as well as intrapersonal communication. |
Week | Subject | Related Preparation |
1) | Introduction to Interpersonal Communication | Course notes |
2) | Research Methods and Perspectives in Social Sciences/Phenomenology | Course notes |
3) | Significance of feedback in interpersonal communication | Course notes |
4) | History of psychological theory/changing focus in understanding the individual | Course notes |
5) | Existentialism | Course notes |
6) | Humanistic psychology and effective communication | Course notes |
7) | Transactional Analysis and interpersonal communication | Course notes |
8) | Emotional intelligence/ Emotional Literacy | Course notes |
9) | Communication Barriers | Course notes |
10) | Effective listening/empathy | Course notes |
11) | I-statements | Course notes |
12) | Line of acceptance/I-statements/ Empathy | Course notes |
13) | Effective problem solving methods/ Conflict resolution | Course notes |
14) | Discussions using terminology within real world news context | Course notes |
Course Notes / Textbooks: | Excerpts from: Devito, The Interpersonal Communication Book,1995,Devito. Malim,Birch,Wadeley, Perspectives in Psychology,1992,Macmillan Press. Stevens,Person to Person,Pocket Books,N.Y.1967. May, Psychology and the Human Dilemma,1979,Norton and Company. Fromm, The Fear of Freedom,1984.Ark. Berne, Games People Play, 1967,Penguin Books. Harris,I’m OK, You’re OK, 1967, Avon Books. Goleman, Emotional Intelligence, 1996,Bloomsburry. Goleman, Working with Emotional Intelligence, Bantam Books, 1998. Hay, J. , Donkey Bridges for Developmental TA, Sherwood Publishing, UK, 1995. James M., Jongeward D., Born to Win, Perseus Books, 1996. Levine M, Effective Problem Solving, Prentice Hall, 1994. + Handouts of recent articles on relevant issues. At least two of the following films will be shown and discussed in class. Awakenings The Kid Twelve Angry Men Corrina Corrina |
References: | Devito, The Interpersonal Communication Book,1995,Devito. Malim,Birch,Wadeley, Perspectives in Psychology,1992,Macmillan Press. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 5 |
Quizzes | 1 | % 15 |
Homework Assignments | 1 | % 10 |
Midterms | 1 | % 30 |
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 |
Study Hours Out of Class | 14 | 1 | 14 |
Homework Assignments | 1 | 10 | 10 |
Quizzes | 1 | 5 | 5 |
Midterms | 1 | 10 | 10 |
Final | 1 | 15 | 15 |
Total Workload | 96 |
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. |