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 |
FTV3952 | Radio Production | Spring | 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: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. NİLAY ULUSOY |
Course Lecturer(s): |
Instructor ERHAN KONUK |
Recommended Optional Program Components: | N/A |
Course Objectives: | The main objective of the course is to give vision on the general rules of radio production. Although this is not a course about creating a radio programme, students will also experience the making of a radio programme. |
The students who have succeeded in this course; 1. Have general knowledge about a radio station 2. Will be able to define the concept of radio production and know the rules of radio production. 3. Will be able to identify the job definitions of all the staff working in the production department (e.g. producer, programmer, programme host, dj, editor etc.) 4. Have general knwledge about the broadcasting, montage and production studios. 5. Will be able to name programme types and differentiate live and recorded broadcasting. 6. Experience making a radio programme. 7.Share the experiences of famous radio programmers. |
General rules of radio production will be discussed in this course. |
Week | Subject | Related Preparation |
1) | What is Production? General rules of production. | |
2) | The Equipment | |
3) | The Studio | |
4) | Editing | |
5) | Types of shows and programs | |
6) | Making a radio program | |
7) | Practice in the studio (Different styles of presentation) | |
8) | Visiting a radio station | |
9) | Practice in the studio (Different styles of presentation) | |
10) | Different styles of radio broadcasting (internet radio) | |
11) | Practice in the studio | |
12) | Meeting famous Turkish radio broadcasters | |
13) | Visiting a radio station | |
14) | Practice in the studio |
Course Notes / Textbooks: | N/A |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 20 |
Midterms | 2 | % 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 | 14 | 3 | 42 |
Application | 4 | 3 | 12 |
Study Hours Out of Class | 14 | 3 | 42 |
Midterms | 2 | 8 | 16 |
Final | 1 | 5 | 5 |
Total Workload | 117 |
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. |