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 |
GEP0630 | Technology Addiction | Fall | 3 | 0 | 3 | 5 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Assist. Prof. GÜNEŞ AKÇA |
Course Objectives: | To introduce students to the risks of technology addiction; to inform students about the biological, personal and social effects of addictive technologies such as smartphones and the internet; and to raise awareness about preventive mechanisms and coping mechanisms against technology addiction. |
The students who have succeeded in this course; Students who can successfully complete this course; 1. The student will be able to master the theories and concepts related to addiction and technology addiction. 2. Students will be able to recognize the subtypes of technology addiction such as smartphone addiction, internet addiction and social media addiction and know the similarities and differences between them. 3. The learner will be able to understand and analyze the effects of addictive technologies such as smartphones and the internet on biological, personal and social life. 4. The learner gains awareness about various preventive mechanisms and ways of coping with technology addiction. 5. The learner comprehends the importance of digital privacy and cyber security concepts in the face of technology addiction. |
Bu ders, teknoloji ve internet bağımlılığını ele alarak bilinçli kullanımın önemini vurgular. Bağımlılık kavramı, dijital hastalıklar, sosyal medya ve oyun bağımlılığı gibi konular incelenirken, teknolojinin fiziksel, ruhsal ve sosyal etkileri tartışılacaktır. Ayrıca, güvenli internet kullanımı, siber zorbalık ve dijital şiddet konularına değinilerek, bağımlılığı önleme ve kontrol stratejileri üzerinde durulacaktır. Derste, anlatım, grup çalışması, bireysel çalışma, okuma, iş birliğine dayalı öğrenme ve teknoloji destekli öğrenme yöntem ve teknikleri kullanılmaktadır. |
Week | Subject | Related Preparation |
1) | Course Importance Course Expectations | |
2) | Concepts of addiction Commitment or addiction? | |
3) | Digital diseases Addiction prevention | |
4) | The role and importance of technology Physical, psychological and social effects of technology | |
5) | Technology addiction-features Misuse of technology When does technology become addictive? | |
6) | Internet usage purposes Definition of internet addiction Types of internet addiction Recommendations for controlling internet addiction | |
7) | What is safe internet? Recommendations for safe internet use | |
8) | Midterm Week | |
9) | Social media addiction Social media usage rates The impact of social media addiction on relationships | |
10) | Definition of digital game addiction Criteria for digital game addiction The impact of digital game addiction on relationships | |
11) | Screen addiction Screen addiction in children | |
12) | Cyberbullying Digital violence Recommendations | |
13) | Assignment Presentations | |
14) | Assignment Presentations |
Course Notes / Textbooks: | |
References: | Küçükvardar, M. (2020). Teknoloji Bağımlılığı ve Dijital İstila. Ankara: Nobel Akademik Yayıncılık. Akkaş, İ. (2019). Teknoloji Bağımlılığı. Konya: Eğitim Yayınevi. Öztürk, A. (2021). COVID-19 Pandemi Sürecinde Bilişim Teknolojileri Bağımlılığı. Ağrı İbrahim Çeçen Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 7 (1), 195-219. |
Semester Requirements | Number of Activities | Level of Contribution |
Presentation | 1 | % 20 |
Midterms | 1 | % 30 |
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 | 3 | 24 | 72 |
Presentations / Seminar | 1 | 2 | 2 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 120 |
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. |