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 |
LAW1001 | Fundamentals of Law I | Spring | 3 | 0 | 3 | 8 |
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 : | Instructor İSMAİL PAMUK |
Course Lecturer(s): |
Dr. Öğr. Üyesi ZAFER KAHRAMAN Instructor İSMAİL PAMUK |
Recommended Optional Program Components: | None |
Course Objectives: | The main objective of the Course is to introduce to the students the basic principles of law that they will need in their daily and professional lives. |
The students who have succeeded in this course; I. Learns the rules of social order and their relations with each other, II. Lears the characteristics of legal rules distinguishing them from other rules of social order. III. Learns the principles regarding the application of legal rules. IV. Learns the sources of law and their characteristics. V. Learns the legal systems of the world and their distinctive characteristics VI. Learns the basis of public law private law seperation. VII. Learns the basic principles of the law of persons. VIII. Learns the basic principles of the commercial law. IX. Learns the types of business associations and basic rules applicable to them. X. Learns the basic concepts of law of obligations |
Week | Subject | Related Preparation |
1) | 1. Discussion on Syllbus, class rules and requirements. 2. Law and Other Rules of Social Conduct: -Society and Order | Rona Aybay, An Introduction to Law ( 4. Ed. pp.1-10 and New ed. pp. 21-25) |
2) | Law and Other Rules of Social Conduct: 1. Moral Order 2. Religious Order 3. Rules of Manner (Etiquette) | Rona Aybay, An Introduction to Law ( 4. Ed. pp.7-24 and New ed. pp. 26-46) |
3) | 1. Characteristics Which Distinguish Legal Rules (Norms) from Other Rules of Conduct 2. Application of the Legal Rules | Rona Aybay, An Introduction to Law ( 4. Ed. pp.25-48 and New ed. pp. 47-73) |
4) | Application of the Legal Rules | Rona Aybay, An Introduction to Law ( 4. Ed. pp.25-48 and New ed. pp. 47-73) |
5) | Sources of the Law | Class note provided by the instructor. |
6) | The Judiciary | 1) Note provided by the instructor 2) Websites of the high courts |
7) | 1) Legal Systems of the World 2) Review for midterm exam | Rona Aybay, An Introduction to Law ( 4. Ed. pp. 53-57 and New ed. pp. 77-85) |
8) | 1) Kamu Hukuku Özel Hukuku Ayrımı 2) Kişiler Hukuku (Gerçek kişiler) | Rona Aybay, An Introduction to Law ( 4. Ed. pp. 59-67 and New ed. pp. 85-92 and 136-140) Tuğrul Ansay & Don Wallance Jr, Introduction to Turkish Law (pp. 92-112) |
9) | 1) Review of the midterm questions 2) Law of Persons: Legal Persons, Societies and Foundations | Tuğrul Ansay & Don Wallance Jr, Introduction to Turkish Law (pp. 103-112 and 116-117) |
10) | 1. The Law of Persons (cont’d) 2. Commercial Law | Tuğrul Ansay & Don Wallance Jr, Introduction to Turkish Law (pp. 103-112 and 116-117) The note that will be provided by the instructor |
11) | 1. Commercial Law (Con't) 2. Business Associations | The notes that will be provided by the instructor |
12) | Business Associations (cont'd) | The notes that will be provided by the instructor |
13) | Law of Obligations | The Law of Obligations Tuğrul Ansay & Don Wallance Jr, Introduction to Turkish Law (pp.159-173) |
14) | Labor Law | Note that will provided by the instructor |
Course Notes / Textbooks: | -Rona Aybay, An Introduction to Law, Alfa Publishing -Tuğrul Ansay & Don Wallance Jr, Introduction to Turkish Law,6th Edition or newer -Notes that will be issued by the instructor |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 0 |
Midterms | 1 | % 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 | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 3 | 42 |
Midterms | 1 | 30 | 30 |
Final | 1 | 50 | 50 |
Total Workload | 164 |
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. |