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 |
GEP0626 | Gender Studies | 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: | |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Course Objectives: | This course aims to provide a lifelong gender perspective. The readings and discussions will provide critical approach to the gendered functioning of institutions and fields like family, education system, politics, and media. Students are expected to gain knowledge about, and develop critical thinking on how gender inequalities and gender norms are reproduced. |
The students who have succeeded in this course; Students fulfilled this course will; 1) Recognize the major thinkers who guide gender studies and can list their works. Question cultural norms and gender codes. 2) List the disciplines related to gender studies and associate them with examples. 3) They can make connections between visual arts, literature, media, and gender 4) Have knowledge about the international conventions, reports, statistics related to the subject. 5) Feminine and masculine roles in the form of social relations are discussed and applied. 6) Defines violence against women internationally, knows the institutional and legal regulations. |
Week | Subject | Related Preparation |
1) | What is gender? Major philosophers and their works that guide gender studies. Physical, intellectual, emotional, and behavioral characters imposed by society | |
2) | Gender in the axis of state-society-individual relations. Concepts of; Power, political power, authority, patriarchal system, masculine domination | |
3) | Representation of gender codes in visual arts. Masculine and feminine identity in the historical process from the formation of civilization. (Mesopotamia, Egypt, Hittite, Roman, Renaissance) | |
4) | The concept of gender in literature, the position of women and the way they are represented in literary works (Woolf, Beauvoir, Adıvar) | |
5) | Women's movements in the world. Ottoman women's movement, Republican women's movement. First, second and third wave feminism. | |
6) | Concepts of private sphere & public sphere. Distinction, discrimination, equality. | |
7) | The relationship between media and gender. Gender roles in cinema films, in TV series and in commercials | |
8) | Midterm Exam (Week 1-Week 7 topics) | |
9) | Feminization; Women's participation in business life, Women's place in managerial positions, Women in parliament and politics, Health and women | |
10) | Definition of "discrimination" in international law. United Nations-CEDAW (International Convention on the Elimination of All Forms of Discrimination against Women) 1979 and the European Union-Istanbul Convention 2011 | |
11) | Demokrasi ve STK'ların ilişkisi nedir? Sivil toplum nedir | |
12) | Case study of some major NGOs and platforms; Mor Çatı, Ka-Der, Uçan Süpürge, Kadının İnsan Hakları Yeni Çözümler, Kadın Cinayetlerini Durduracağız | |
13) | Women's movement in Turkey and their contribution to amend the Civil Code and Criminal Code. | |
14) | A review of the course topics, warnings, and directions for the final exam. |
Course Notes / Textbooks: | |
References: | The course does not have a book. The presentations used in the course will be uploaded to the Teams system. You are expected to read the other resources to be mentioned before the lesson. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Homework Assignments | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
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. |