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 |
GEP1812 | Philosophy of Science | Fall | 3 | 0 | 3 | 4 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Course Objectives: | nvestigate the nature and status of scientific knowledge. We will study several different accounts of the methods used by scientists, including accounts proposed by Carnap, Popper, and Kuhn. We will also ask whether science describes reality. Does the real world actually contain electrons or genes, for example, or is a literal interpretation of our scientific |
The students who have succeeded in this course; Upon completion of the course, students should be able to: Identify central issues or debates in philosophy of science, Articulate and, when appropriate, compare or contrast, different views that might be taken with respect to these issues, Summarize major motivations or arguments for these alternative positions, Present significant objections that have or could be raised to these positions, Assess the relative merits of these arguments and objections |
Week | Subject | Related Preparation |
1) | What is science? I | |
2) | What is science? II | |
3) | Modern science I | |
4) | Modern science II | |
5) | Karl Popper | |
6) | Imre Lakatos | |
7) | Thomas Kuhn I | |
8) | QUIZ (TAKE-HOME | |
9) | Thomas Kuhn II | |
9) | Thomas Kuhn II | |
10) | Sociology of science | |
11) | Feminist science theory | |
11) | Feminist science theory | |
12) | A case: Evolutionary theory I | |
12) | A case: Evolutionary theory I | |
12) | A case: Evolutionary theory I | |
13) | A case: Evolutionary theory II | |
14) | REVIEW |
Course Notes / Textbooks: | |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
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. |