| 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 |
| ACL2003 | Introduction to Novel | Spring | 3 | 0 | 3 | 6 |
| 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 : | |
| Course Lecturer(s): |
Prof. Dr. GÖNÜL BAKAY Assoc. Prof. ELİF BAŞ |
| Recommended Optional Program Components: | none |
| Course Objectives: | to give the students a comprehensive undrestanding of the novel form , pointing to the different genres of the novel |
|
The students who have succeeded in this course; Students will have achieved in depth understanding of: • the emergence of the novel as a new literary form in the 18 century • the socio-political and historical contexts in which these novels were written • the ways in which the authors’ life implicates the work produced |
| 18th, 19th and 20 th century novels by English writers |
| Week | Subject | Related Preparation |
| 1) | Moll Flanders pages 1 -75. | Reading |
| 2) | Moll Flanders 75-150 | Reading |
| 3) | Moll Flanders 150-225 | Reading |
| 4) | Moll Flanders 225-330. | Reading |
| 5) | Hard Times 1-100 | Reading |
| 6) | Hard Times 100-230. | Reading |
| 7) | Review | Reading |
| 8) | 1984 1-75 | Reading |
| 9) | 1984 75-150 | Reading |
| 10) | 1884 150 -225 | Reading |
| 11) | 1984 225-325 | Reading |
| 12) | Mrs Dalloway 1-75 | Reading |
| 13) | Mrs Dalloway 75-150 | Reading |
| 14) | Mrs Dalloway 150 -225 | Reading |
| 15) | Final | - |
| 16) | Final | - |
| Course Notes / Textbooks: | Moll Flanders- Daniel Defoe Hard Times- Charles Dickens 1984- George Orwell Mrs Dalloway- Virginia Woolf |
| References: | none |
| Semester Requirements | Number of Activities | Level of Contribution |
| Quizzes | 3 | % 20 |
| Presentation | 1 | % 10 |
| Midterms | 1 | % 20 |
| Final | 1 | % 50 |
| Total | % 100 | |
| PERCENTAGE OF SEMESTER WORK | % 50 | |
| PERCENTAGE OF FINAL WORK | % 50 | |
| Total | % 100 | |
| Activities | Number of Activities | Duration (Hours) | Workload |
| Course Hours | 14 | 3 | 42 |
| Study Hours Out of Class | 15 | 2 | 30 |
| Project | 1 | 10 | 10 |
| Quizzes | 4 | 3 | 12 |
| Midterms | 1 | 30 | 30 |
| Final | 1 | 40 | 40 |
| 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. |