Language of instruction: |
English |
Type of course: |
Non-Departmental Elective |
Course Level: |
Bachelor’s Degree (First Cycle)
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Mode of Delivery: |
Face to face
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Course Coordinator : |
Assist. Prof. HATİCE ÖVGÜ TÜZÜN |
Course Lecturer(s): |
Prof. Dr. GÖNÜL BAKAY
Assist. Prof. HATİCE ÖVGÜ TÜZÜN
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Recommended Optional Program Components: |
none |
Course Objectives: |
This course will cover sample stories and novels written in the 20th century of the USA. Works to be studied shall be selected from writers of naturalism, impressionism, modernism and other literary movements of the post-war generation writers like S. Anderson, J. London, E. Hemingway, F.S. Fitzgerald, T. Capote, W. Faulkner, J. Steinbeck, K. A. Porter, J. Kerouac, T. Capote; C. Mc Cullers, F. O’Connor, J. D. Salinger, J. Updike, T. Morrison and P. Auster.
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F. Scott Fitzgerald, The Great Gatsby, Sherwood Anderson, “Death in the Woods”,John Steinbeck, The Grapes of Wrath, William Faulkner ve 1940lar; üç kısa romanından biri: Three Famous Short Novels: Spotted Horses, Old Man, and The Bear (1942, novellas),Ernest Hemingway ve 1950ler,The Old Man and the Sea,Truman Capote, “Children on Their Birthdays”,Jerome David Salinger The Catcher in the Rye,Jack Kerouac & 1960lar, On the Road,Toni Morrison & the 1970ler, The Bluest Eye,Paul Auster & 1980ler, The City of Glass/Cam Kent (New York Üçlemesi’nin ilk kitabı) |
Week |
Subject |
Related Preparation |
1) |
Modernism and the 1920s The Lost Generation |
F. Scott Fitzgerald, The Great Gatsby |
2) |
Naturalism & Modernism |
Sherwood Anderson, “Death in the Woods” |
3) |
Naturalism, 1930s, The Great Depression |
John Steinbeck, The Grapes of Wrath |
4) |
1930s, Naturalism & The Great Depression |
Comparative discussion of the cult movie by H. Ford: The Grapes of Wrath, with the novel |
5) |
William Faulkner and the 1940s |
A Rose for Emily and Other Stories (1942, short stories)
Three Famous Short Novels: Spotted Horses, Old Man, and The Bear (1942, novellas)
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6) |
Ernest Hemingway, and the 1950s |
The Old Man and the Sea |
7) |
Ernest Hemingway |
The Old Man and the Sea |
8) |
Review |
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9) |
Truman Capote |
“Children on Their Birthdays” |
10) |
Jerome David Salinger |
The Catcher in the Rye |
11) |
Jack Kerouac & and 1960s |
On the Road |
12) |
Jack Kerouac & and 1960s |
On the Road |
13) |
Toni Morrison & the 1970s |
The Bluest Eye |
14) |
Paul Auster & the 1980s |
The City of Glass (first book of The New York Trilogy) |
15) |
Final Exam |
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16) |
Final Exam |
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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. |
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2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
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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. |
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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. |
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5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
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6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
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7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
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8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
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9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
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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. |
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11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
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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. |
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