ACL4005 Literature and FilmBahçeşehir 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
ACL4005 Literature and Film 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
Recommended Optional Program Components: none
Course Objectives: This course will examine how fiction, short story and/or plays have provided the textual foundations for cinematic productions.

Learning Outcomes

The students who have succeeded in this course;
Students will learn
• how to interpret a film and comment/ discuss its treatment of a literary and/or dramatic text,
• to point out distortions of texts on screen end evaluate reasons for such distortions,
• to differentiate free adaptations (such as postmodernist) from distorted versions of texts,
• to develop their own critical assesment and write argumentative papers by the end of the semester.

Course Content

works of literature and their adaptation to film

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Capote’s Novella, Analysis/ Discussion Reading
2) Film /Analysis/ Discussion Breakfast at Tiffany’s Reading
3) Harper Lee’s novel: To Kill a Mockingbird / Analysis/ Discussion Reading
4) Analysis/ Discussion Reading
5) Film /Analysis/ Discussion Reading
6) Introduction to Asian-American writers. Reading
7) Analysis/ Discussion of the novel Reading
8) Analysis/ Discussion of the novel Reading
9) Joy Luck Club Analysis/ Discussion Reading
10) general discussion
11) Introduction to Jane Austen & 18th century Reading
12) Analysis/ Discussion of Pride and Prejudice Reading
13) Lost in Austen /Analysis/ Discussion Reading
14) Over-all wrap up discussion Reading
15) Final Examination
16) Final Examination

Sources

Course Notes / Textbooks: 1. Truman Capote: Breakfast at Tiffany’s
(film: Breakfast at Tiffany’s)
2. Harper Lee: To Kill a Mockingbird
(film: To Kill a Mockingbird)
3. Amy Tan: Joy Luck Club
(film: Joy Luck Club)
4. Jane Austen: Pride and Prejudice
( Film:Lost in Austen)
References: Film History, Thomas& Bordwell

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 5 % 30
Midterms 1 % 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
Homework Assignments 1 2 2
Quizzes 3 6 18
Midterms 1 12 12
Final 1 15 15
Total Workload 89

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.