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 |
POL6013 | Turkish Politics | Spring | 3 | 0 | 3 | 12 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. ŞAHİN ALPAY |
Recommended Optional Program Components: | none |
Course Objectives: | 1. Enabling the students to understand and analyze the complexities and developments of political life, institutions and processes, as well as the socio-economic factors that influence the political system in Turkey. 2. Providing the students with the theoretical background and analytical tools to render their own political analyses of the Turkish political system, in the context of the field of comparative politics and of the political science discipline. 3. Analyzing the basic institutions of Turkish politics, political behaviors, level of political participation in Turkey, military and politics, the basic institutions and tenets of the Republic,development of democracy, and state and society in Turkey. |
The students who have succeeded in this course; are introduced to Turkish politics through examining its cultural foundations, regime characteristics, political institutions, socio-economic processes, as well as movements and developments that affect the shape of its state-civil society relations, and the political economy of change that has been occurring in the Turkish political system. |
1. This course emphasizes substantial reading, intensive writing, careful analysis, systematic evaluation, rigorous training in conceptual ability, research ability, critical thinking, and writing, speaking and leadership skills. 2. Critically discussing and analyzing series of key issues in Turkish politics is the main content of the course |
Week | Subject | Related Preparation |
1) | Historical Background | |
2) | Historical Background II | |
3) | Turkish Military and Politics | |
4) | Secularism, Religion, State, Society | |
5) | Religion and Politics | |
6) | Turkish Political Economy, Culture, Globalization | |
7) | Media and Politics | |
8) | Elections | |
9) | Nationalism, Ultra-Nationalism and Politics | |
10) | Kurdish Question | |
11) | Law and Politics | |
12) | The European Union | |
13) | The European Union II | |
14) | Review of the course |
Course Notes / Textbooks: | Ayşe Gül Altınay. 2004. Intro & Chapter 1, The myth of the military-nation: militarism, gender, and education in Turkey, New York: Palgrave Macmillan, 1-32 Umit Cizre Sakallioglu. 1996. Parameters and Strategies of Islam-State Interaction inRepublican Turkey. International Journal of Middle East Studies. 28(2). 231-251. Umit Cizre, The Justice and Development Party and the military: Recreating the past after reforming it?, , in Umit Cizre (ed)Secular and Islamic politics in Turkey The making of the Justiceand Development Party, London: Routledge 132 E. Fuat Keyman. 2010. Modernization, Globalization and Democratization in Turkey: TheAKP Experience and its Limits. F. Michael Wuthrich. 2010. 'Commercial Media, the Military, and Society in Turkey duringFailed and Successful Interventions',Turkish Studies, Vol. 11, No. 2, 217-234. Sabri Sayari and Hasanov, Alim. 2008. 'The 2007 Elections and Parliamentary Elites inTurkey: The Emergence of a New Political Class?',Turkish Studies, Vol. 9, No. 2, 345-361. Mesut Yeğen. 2007. Turkish nationalism and the Kurdish Question, Ethnic and Racial Studies Vol. 30 No. 1 January 2007 pp. 119-151 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 10 | % 30 |
Presentation | 1 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Application | 14 | 54 |
Study Hours Out of Class | 14 | 79 |
Total Workload | 175 |
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. |