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 |
GEP0511 | European History | 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: | English |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assoc. Prof. DERYA TARBUCK |
Course Lecturer(s): |
Assoc. Prof. DERYA TARBUCK |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to thematically analyze important events of the Early Modern European History. Political, Social, Religious and Intellectual events will be discussed following the chronological order. |
The students who have succeeded in this course; By the end of this course, students will be able to • Describe the main events that occured in Europe • Identify the key factors which have contributed to the rise of Enlightenment ideas. • Understand the key theoretical arguments and concepts used to explain the nature of the Scientific Revolution. • Discuss and evaluate the reasons of Industrial revolution. • Employing key concepts/theoretical arguments, analyze the impact of the French Revolution in Europe. . Understand the major events in European history in chronological order. . Develop a chronological understanding of events, and engage critically with historical texts and thematic discussions. |
The transition from the Middle Ages to the Early Modern Era. Early Modern identities and social structures. Absolutist regimes and systems of government. Political and economic effects of geographical discoveries. The Renaissance and Humanism. Reformation and Counter-Reformation movements. Political changes in the Early Modern Era (Peasant Wars, Thirty Years' War, etc.). The Scientific Revolution and the Age of Enlightenment. The effects of the French Revolution and the Industrial Revolution. |
Week | Subject | Related Preparation |
1) | Introduction to the Course | |
2) | An Assessment of Europe’s Transition from the Middle Ages to the Early Modern Age | |
3) | Early Modern Identities We explore the formation and evolution of identities during the early modern period, including religious, national, and social identities. | |
4) | Absolutist Regimes Focuses on the development of absolutist political systems in countries such as France, Spain, and Russia. | |
5) | Geographical Discoveries Examines the 15th- and 16th-century overseas explorations and their transformative impact on Europe and the world. | |
6) | Renaissance and Humanism | |
7) | Reformation and Counter-Reformation Explores the religious upheavals of the sixteenth century, including Martin Luther’s challenge to the Catholic Church and the subsequent Catholic reform efforts. | |
8) | Midterm Week Midterm1 | |
9) | Political Changes in the Early Modern Period (Peasant Wars, Thirty Years' War, etc.) | |
10) | Scientific Revolution (Copernicus, Galileo, Kepler, and Newton and consider the philosophical implications of their discoveries.) | |
11) | Enlightenment | |
12) | Enlightenment II Midterm II Assessment covering Weeks 7 to 10. | |
13) | French Revolution | |
14) | Industrial Revolution Explores the transformation of economies and societies brought about by industrialization. |
Course Notes / Textbooks: | Stephen J Lee, Aspects of European History (Routledge, 1982) Norman Davies, Europe, A History (Oxford, 1996) Mary Wiesner Hanks, Europe |
References: | Stephen J Lee, Aspects of European History (Routledge, 1982) Norman Davies, Europe, A History (Oxford, 1996) Mary Wiesner Hanks, Europe |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 2 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 12 | 6 | 72 |
Midterms | 2 | 2 | 4 |
Final | 1 | 2 | 2 |
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. |