| 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 |
| GEP1706 | Modern Turkish Novel and Story | 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: | E-Learning |
| Course Coordinator : | Instructor KENAN SAYACI |
| Recommended Optional Program Components: | None |
| Course Objectives: | This course has a threefold aim: 1) To make students familiar with Turkish literary canons. 2) To give students a general view about modern Turkish literature, novels in specific. 3) To provide students with an analytical approach to Turkish novels by showing the inner settings of literary texts. |
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The students who have succeeded in this course; The students who succeeded in this course; - will have a basic understanding of Turkish literature, its history of modernization and comparative writing strategies. - will be able to critically and analytically use the knowledge acquired in historization of Turkish novel. - will acquire reading strategies and analyzing methods in approaching to modern Turkish novels. - will be able to be able to discuss and write about sociological context of a given novel and related matters. - will be able to identify fictional caharacters depicted in the novel according to their surroundings. - will be able to plan and conduct individually an analysis about a given novel and the way the author constructs his/her caharacters in it. |
| History of Turkish literature. Modernization in 19th century Ottoman society and the role of literature in this process. Analytical approach to a literary text. Teaching methods and techniques used in the course are: lecture, reading, individual work, sample examination, and discussion. |
| Week | Subject | Related Preparation |
| 1) | History of Turkish literature | Modernization in 19th century Ottoman society and the role of literature in this process. |
| 2) | Modernist novel | Tehlikeli Oyunlar by Oğuz Atay |
| 3) | A Modern Allegory of East-West dichotomy | Saatleri Ayarlama Enstitüsü by A. H. Tanpınar |
| 4) | From modern to modernist narrative | Modernist narrative and its techniques in Turkish literature. |
| 5) | A Modern Allegory of East-West dichotomy | Saatleri Ayarlama Enstitüsü by A. H. Tanpınar |
| 6) | Modernist novel | Tehlikeli Oyunlar by Oğuz Atay |
| 7) | The Path to Nobel: Postmodern Novel in Turkish Literature | Yeni Hayat by Orhan Pamuk |
| 8) | Midterm Week | |
| 9) | The Path to Nobel: Postmodern Novel in Turkish Literature | Yeni Hayat by Orhan Pamuk |
| 10) | Political Novel in Turkish Literature | Yeni Şehirde Bir Öğle Vakti by Sevgi Soysal |
| 11) | Modern Short Story in Turkish | Semaver and Dülger Balığının Ölümü by Sait Faik |
| 12) | Modern Short Story in Turkish Literature | Değirmen by Sabahattin Ali. |
| 13) | Modern Short Story in Turkish Literature | Cenk Hikayeleri by Murathan Mungan |
| 14) | Modern Short Story in Turkish Literature | Usta Beni Öldürsene by Bilge Karasu |
| Course Notes / Textbooks: | Ahmet Hamdi Tanpınar, Saatleri Ayarlama Enstitüsü, İstanbul: YKY, 2002. Orhan Pamuk, Kara Kitap, İstanbul: İletişim, 2004. Oğuz Atay, Tehlikeli Oyunlar, İstanbul: İletişim, 2001.. Sevgi Soysal,Yeni Şehirde Bir Öğle Vakti, İstanbul: İletişim, 2009. |
| References: | Berna Moran, Türk Romanına Eleştirel Bir Bakış, İstanbul: İletişim, 1997. Rita Felski, Uses of Literature, NY: Wiley-Blackwell, 2008. Orhan Pamuk, Saf ve Düşünceli Romancı, İstanbul: İletişim, 1997. James Wood, Kurmaca Nasıl İşler [How Fiction Works], İstanbul: Ayrıntı Yayınları, 2010. |
| Semester Requirements | Number of Activities | Level of Contribution |
| Homework Assignments | 2 | % 20 |
| Midterms | 1 | % 30 |
| 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 | 13 | 4 | 52 |
| Homework Assignments | 2 | 10 | 20 |
| Midterms | 1 | 2 | 2 |
| Final | 1 | 2 | 2 |
| Total Workload | 115 | ||
| 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. |