DES3936 Design ThinkingBahçeşehir 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
DES3936 Design Thinking Spring 2 0 2 4
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:
Course Coordinator : Instructor MURAD BABADAĞ
Recommended Optional Program Components: None
Course Objectives: approaching to problems of proffesion by the helping of history of thinking and philosophy. Meditating the purpose and the meaning of everyday things

Learning Outcomes

The students who have succeeded in this course;
perception of thinking methods
awarness of the religious base of life styles
awarness of the moral base of life styles
awarness of the hierarchy of life styles
understanding of dynamics of thinking pratics
to improve the approach of proffesion by helping of these pratics

Course Content

skepticism, ethics, will to power,aesthetics, and the nature of art will be discussed as we read primary philosophical texts including those by Plato, scholastic approach,renaisanse, Descartes,spinoza, Kant,Hegel,Nietzsche, Marx, Heidegger and frankfurt school will be discussed. From "Zeno's Paradox" in ancient Greece to Michel Foucaut's "Discipline and Punish," we will grapple with the intellectual watersheds that continue to haunt the modern mind.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) briefing about course, giving reading list and introduction, tracing the first steps of philosophy before Ancient Greek. Explanation of mythology and identifing the context. First cosmological designs, preliminary thoughts about humankind -
2) Ancient Greek thoughts Before Socrates, problem solving about life and existence at the tragedias Parmenides,Platon,Socrates and after logic approaches about "good", "beauty" and existance( world od ideas, allegory of cave) -
3) Parmenides,Platon,Socrates and after logic approaches about "good", "beauty" and existance( world od ideas, allegory of cave) Thinking about freedom,happiness, good and beauty out of ethic for nikomakhos and Aristoteles -
4) impact of individuality and social life at the Early christianity (nicaean consul, agustinius) differentiation between good and beauty -
5) establishing world view with scolastic toughts, invention of perspective, renaisance, reform and the rise of the individuality -
6) Descartes, penetration sceptisism in to blief, necessity of intelligence for faith -
7) Spinoza, first written utopias, working on potential worlds, scottich enlightment( Hume,Hobbes, Locke and social contract) -
8) Enlightment!Necessarily Kant! Sapere aude! Baumgarten and definition of aesthetic -
9) Hegel and the up side down dialectic ! Nietszche, beyond the good and evil, will to power -
10) Marx and corrected dialectic. The impact of industrial revolution to the social classes -
11) Heidegger and existance(sein und zeit) individualisation on design, setting identities,state of belongings -
12) Frankfurt school, Adorno, Horkheimer, to instrumentalisation of reason, dialectic of enlightment -
13) Existantialism,Jean Paul Satre, Simon de Bevoir, Albert Camus -
14) Deleuze and the metastabilisation of individual, Foucault, investigations about gender and identities, other current approaches

Sources

Course Notes / Textbooks: -
References: -

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 5
Quizzes 4 % 5
Homework Assignments 10 % 5
Presentation 1 % 20
Midterms 1 % 30
Final 1 % 35
Total % 100
PERCENTAGE OF SEMESTER WORK % 65
PERCENTAGE OF FINAL WORK % 35
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 16 3 48
Study Hours Out of Class 10 2 20
Presentations / Seminar 1 1 1
Homework Assignments 10 2 20
Quizzes 4 1 4
Midterms 1 3 3
Final 1 3 3
Total Workload 99

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.