SOC2006 Changes in Contemporary Turkish Society IIBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
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
SOC2006 Changes in Contemporary Turkish Society II 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 : Prof. Dr. AYŞE NİLÜFER NARLI
Course Lecturer(s): Assist. Prof. KAYA AKYILDIZ
Recommended Optional Program Components: "."
Course Objectives: This course attempts to present a sociological understanding of modern Turkish society. A critical reading of Turkish modernity and its historical development are the tasks. The readings and class discussions will emphasize social, cultural, and economic transformations. We will cover topics like nationalism, industrialization, class, gender, religion, and culture.

We also cover some of the themes in the economic and social history of Turkey starting with the multi-party era. The course intends to provide an overview of both the major historical developments of the period and the ways in which social scientists and historians have approached these developments.

Learning Outcomes

The students who have succeeded in this course;
1)Understand Modern Turkish Society
2)Analyze the Historical Context crtically
3) Examine the Dynamics of Classes regarding social, cultural, and economic transformations.
4) Explore the Relationship Between nationalism, industrialization, class, gender, religion, and culture.
5) Develop a wide range of key transferrable research and interpretive skills that are highly valued by employers within a range of professions

Course Content

This course analyzes main themes in the economic and social history of Turkey starting with the multi-party era. The course evaluates both the major historical developments of the period and the ways in which social scientists and historians analyzed these developments. Teaching methods of the course are lecture, reading and discussion.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the Course: Going over the Syllabus
2) Turkish Economy under the PRP Rule
3) Turkish Economy under the PRP Rule Çağlar KEYDER, State and Class in Turkey: A Study in Capitalist Development
4) Multi-party Period, Populism and Democracy Erik J. ZÜRCHER, Turkey: A Modern History
5) Political Transformation and The Rise of DP Feroz AHMAD, The Making of Modern Turkey
6) 1960 Coup and Restoration Kurtuluş KAYALI, Ordu ve Siyaset William HALE, Turkish Politics and Military
7) DP Era Erik J. ZÜRCHER, Turkey: A Modern History Cem Eroğul, Demokrat Parti Tarihi ve İdeolojisi
8) Midterm
9) Import Substitution Industrialization Experience Çağlar KEYDER, State and Class in Turkey: A Study in Capitalist Development
10) Import Substituting Industrialization Experience Çağlar KEYDER, State and Class in Turkey: A Study in Capitalist Development
11) Political and Social Turmoil at 70s Ümit CİZRE, AP-Ordu İlişkileri Tanel DEMİREL, Adalet Partisi
12) 1980 Coup and Military Rule Erik J. ZÜRCHER, Turkey: A Modern History
13) The Rise Özal, Islamist Politics, and Nationalism Erik J. ZÜRCHER, Turkey: A Modern History
14) Violent 90’s and Kurdish Question Homework submission Mesut YEĞEN, Devlet Söyleminde Kürt Sorunu

Sources

Course Notes / Textbooks: Çağlar KEYDER, State and Class in Turkey: A Study in Capitalist Development
Erik J. ZÜRCHER, Turkey: A Modern History
References: "."

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 30
Midterms 2 % 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 14 4 56
Homework Assignments 1 10 10
Midterms 1 2 2
Final 1 3 3
Total Workload 113

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.