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 |
ARC3963 | Urban History | Spring | 2 | 0 | 2 | 4 |
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. Öğr. Üyesi NESLİHAN AYDIN YÖNET |
Course Lecturer(s): |
Dr. Öğr. Üyesi NESLİHAN AYDIN YÖNET |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to develop students' knowledge of theories and the history of urban development. |
The students who have succeeded in this course; -Understanding urban/city typologies of different historical periods -Comprehension of the impact of social and cultural changes on urban space in specific historical periods. - Understanding the relationship between human behavior, the natural environment, and the design of the built environment. - Effective reading, writing, speaking, and listening skills. |
The course explores the social, cultural, economical, environmental factors that shape cities. The ideas, theories, and innovations that create unique aspects of cities are discussed through examples from past, present, and future. The examples from the periods of Ancient Greek, Roman, Renaissance, Baroque, Modern, and Post Modern are analyzed. The ideas about futuristic cities are also discussed. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | The Idea of City | |
3) | The Classic City | |
4) | The Medieval Town | |
5) | Renaissance and Baroque Cities | |
6) | Historical Gardens | |
7) | 19th Century City | |
8) | 20th Century City | |
9) | 21st Century City | |
10) | MIDTERM | |
11) | Looking into the Future | |
12) | Student Presentations and Discussion | |
13) | Student Presentations and Discussion | |
14) | Evaluation / Final Discussion |
Course Notes / Textbooks: | - |
References: | . Mumford, L. (1961) The City in History. Harcourt, New York . . Bacon, E. (1976) Design of Cities. Penguin Books, New York. . Gallion, E. (1975) The Urban Pattern. D.Van Nostrand Co. New York. . Kostof, S. (2004) The City Shaped: Urban Patterns and Meanings Through History. Bullfinch Press, New York. . Benevolo, L. (1995) The European City. Blackwell Pub. Oxford , UK and Cambridge, Massachusetts, USA. . Ellin, N. (2007) Postmodern Urbanism: Revised Edition. Princeton Architectural Press, New York. . Hall, P. (2014) Cities of Tomorrow: An Intellectual History of Urban Planning and Design Since 1880, Fourth Edition. Wiley Blackwell, USA and UK. . Brenner, N. and Keil, R. (Editors) (2006) The Global Cities Reader (Urban Reader Series). Routledge Taylor&Francis Group, London and New York. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Presentation | 1 | % 25 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 2 | 26 |
Study Hours Out of Class | 12 | 6 | 72 |
Presentations / Seminar | 2 | 2 | 4 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 106 |
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. |