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 |
POL6014 | International 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 : | Prof. Dr. MUSTAFA SABRİ SAYARI |
Recommended Optional Program Components: | none |
Course Objectives: | Bu ders uluslararası ilişkilerin teorik çalışmasını ele alır. Bu şekilde, katılımcılar siyasi gelişmeleri siyaset biliminin temel teorileri açısından değerlendirebilecektir. |
The students who have succeeded in this course; will learn to perform basic research and analysis through writing and thinking about events in world politics from different perspectives, including realism, liberalism, and feminism. |
Readings are drawn from historic and contemporary scholars of international relations, cover a wide variety of issues, and are grouped together in conflicting pairs where possible. Assignments are a mixture of analysis, research, and experiential learning. |
Week | Subject | Related Preparation |
1) | Power and Morality | |
2) | Realism | |
3) | Mitigating Anarchy | |
4) | Structural Critiques of Realism | |
5) | Broader Critiques of Realism | |
6) | Organizations | |
7) | World Wars | |
8) | Empire | |
9) | International Political Economy | |
10) | Law, Diplomacy, and Proliferation | |
11) | Networks and Weapons | |
12) | Transnational Networks | |
13) | Global-Local Problems | |
14) | Review of the course |
Course Notes / Textbooks: | Robert J. Art and Robert Jervis, editors (2007) International Politics: Enduring Concepts and Contemporary Issues. 8th edition. New York, NY: Pearson/Longman, ISBN 0321436032 Daniel W Drezner (2011) Theories of International Politics and Zombies. Princeton, N.J: Princeton University Press, ISBN 9780691147833 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 5 | % 40 |
Presentation | 1 | % 0 |
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 | 56 |
Study Hours Out of Class | 14 | 77 |
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. |