ACL4096 Science Fiction and Fantasy in LiteratureBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
ACL4096 Science Fiction and Fantasy in Literature Spring 3 0 3 6
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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. Öğr. Üyesi HATİCE ÖVGÜ TÜZÜN
Course Lecturer(s): Dr. Öğr. Üyesi HATİCE ÖVGÜ TÜZÜN
Recommended Optional Program Components: none
Course Objectives: to explore through literature and film the fundamental fears and hopes about science and technology

Learning Outcomes

The students who have succeeded in this course;
Students will learn
• to identify themes and writing strategies common to science fiction and fantasy
• to discover what these novels have in common, and how reading them together helps us form a basic understanding of the principles of this genre.
• to understand what continuities and differences there have been in the public imagination about science and technology over the last century.

Course Content

a selection of classic science fiction and fantasy texts and films from the nineteenth and twentieth centuries

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Class -
2) The War of the Worlds Reading
3) The War of the Worlds Reading
4) The War of the Worlds Reading
5) Do Androids dream of electronic sheep? Reading
6) Do Androids dream of electronic sheep? Reading
7) Do Androids dream of electronic sheep? Reading
8) Review Reading
9) Never Let Me Go Reading
10) Never Let Me Go Reading
11) Never Let Me Go Reading
12) Hard-Boiled Wonderland and the End of the World Reading
13) Hard-Boiled Wonderland and the End of the World Reading
14) Hard-Boiled Wonderland and the End of the World Reading
15) Final -
16) Final -

Sources

Course Notes / Textbooks: The War of the Worlds by H.G. Wells
Do Androids dream of electronic sheep? By Philip Dick
The Handmaid’s Tale by Margeret Atwood
Hard-Boiled Wonderland and the End of the World by Haruki Murakami

References: Roslynn D. Haynes, From Faust to Strangelove: Representations of the Scientist in Western Literature, Baltimore and London: Johns Hopkins University Press, 1994. JRUL: 809/H315
Ludmilla Jordanova (ed.), Languages of Nature: Critical Essays on Science and Literature, London : Free Association, 1986. JRUL: 809/J70
Gillian Beer, Darwin’s Plots: Evolutionary Narrative in Darwin, George Elliot and Nineteenth-century Fiction, London: Routledge, 1983. JRUL: 823.09/B63. See also Beer’s Open Fields: Science in Cultural Encounter, Oxford: OUP, 1996. JRUL: 820.9/B318
Jon Turney, Frankenstein’s Footsteps: Science, Genetics and Popular Culture, New Haven and London: Yale University Press, 1998. JRUL: 501.45/T1
Rosalind Williams, Notes on the Underground: An Essay on Technology, Society and the Imagination, Cambridge MA: MIT Press, 1990
Brian Aldiss, The Billion Year Spree, London: Weidenfeld and Nicolson, 1973
Hilary Rose, "Dreaming the future: other worlds." chapter 9 of Love, Power and Knowledge: towards a Feminist Transformation of the Sciences, Bloomington: Indiana Press, 1994, pp. 208-229.
Adam Roberts, Science Fiction: The New Critical Idiom, London: Routledge, 2000. JRUL: 809.3/R59.
Geoff King & Tanya Krzywinska, Science Fiction Cinema, London: Wallflower, 2000. JRUL: 791.459/K6.
Vivian Sobchack, Screening Space: The American Science Fiction Film, London: Rutgers University Press, 1987. JRUL: 791.4673/S17.
Gregg Rickman, ed., The Science Fiction Film Reader, New York: Limelight, 2004. JRUL: 791.459/R10.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 16 % 10
Quizzes 2 % 20
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 15 1 15
Quizzes 2 10 20
Midterms 1 20 20
Final 1 30 30
Total Workload 127

Contribution of Learning Outcomes to Programme Outcomes

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.