ACL2003 Introduction to NovelBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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
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.

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 : Dr. Öğr. Üyesi HATİCE ÖVGÜ TÜZÜN
Course Lecturer(s): Prof. Dr. GÖNÜL BAKAY
Dr. Öğr. Üyesi 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

Learning Outcomes

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

Course Content

18th, 19th and 20 th century novels by English writers

Weekly Detailed Course Contents

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 -

Sources

Course Notes / Textbooks: Moll Flanders- Daniel Defoe

Hard Times- Charles Dickens

1984- George Orwell

Mrs Dalloway- Virginia Woolf
References: none

Evaluation System

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

ECTS / Workload Table

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

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.