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 |
ACL3055 | Modern America and Politics | Spring | 3 | 0 | 3 | 6 |
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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. HATİCE ÖVGÜ TÜZÜN |
Recommended Optional Program Components: | none |
Course Objectives: | The objective of this course is to introduce present political and social USA and to specify U.S positioning in the world affairs by developing a critical eye on the foreign relations of U.S particularly focusing on Turkish-American relations since 1950s. |
The students who have succeeded in this course; The students who succeed in this course will be able to: 1)discuss the major themes of modern American socio-politics from World War I to present 2)employ historical and sociological perspectives relating to the development of relations berween U.S and the World 3)formulate interpretations of U.S relations to the Middle East 4)evaluate how foreign relations between Turkey and America was established and shaped due to the changing political interests of both sides. 5)examine the evolution of current political and social events such as peace making policies, globalization, international relations. |
Modern America and Socio Political Relations, Turkish-American Relations |
Week | Subject | Related Preparation |
1) | Introduction: America is on the stage ( The politics of a new century 1910-1920) | |
2) | The Rise of Black Militance and the Harlem Renaissance: The Age of Jazz and Mass Culture | Reading |
3) | Getting Ready for the Second World War | Reading |
4) | The Fascist Challenge and the Pasific Conflict , 1940-1950 | Reading |
5) | Post-war America: The Truman Doctrine and the Marshall Plan, the history of NATO, 1945-1955 | Reading |
6) | Eisenhower Years (1953-1960): The Soviet (Communist Challenge) The Age of Space | Reading |
7) | The Civil Rights Movement: The Age of Television, Beat Generation, 60s/ Black Power | Reading |
8) | 1960s Turkish-American Partnership: The Alliances | Reading |
9) | The Rise of the New Right: Ronald Reagan ( Issue of Iran and Middle East) | Reading |
10) | Turkish- American Relations 1980s: Turning Point, Turgut Ozal/ The Collapse of the Communist Regimes | Reading |
11) | The Era of: Bush and Clinton | Reading |
12) | George W. Bush and September 11, 2001 | Reading |
13) | America Fights Back : War in Afghanistan, Second Iraq War and Turkey's role | Reading |
14) | Obama's Policy: Iran, Taliban and the Nucleer Issue (Where Turkey Stands? | Reading |
15) | Final | |
16) | Final |
Course Notes / Textbooks: | My own lecture notes Stephen Ambrose and Douglas Brinkley, Rise to Globalism, eighth edition (New York: Penguin, 1997). |
References: | G. John Ikenberry, ed., American Foreign Policy: Theoretical Essays, Fifth edition (New York: Pearson Longman, 2005) Roger R. Trask, The United States Response to Turkish Nationalism and Reform 1914-1939, The University of Minnesota Press, Minneapolis, 1971 Richard C. Company Turkey and the United States : The Arms Embargo Period, New York : Praeger, 1986 McGhee, George. The US-Turkish-Nato Middle East Connection:How the Truman Doctrine Contained the Soviets in the Middle East . New York : St Martin ’s, 1990 Akdes Nimet Kurat Turk-Amerikan Munasebetlerine Kisa Bir Bakis, , Dogus, Ankara, 1959 Oral Sander Turk-Amerikan Iliskileri 1947-1964, Ankara Uni. Siyasal Bilgiler Fak. Yay. 1979 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 16 | % 10 |
Quizzes | 2 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 2 | 28 |
Quizzes | 2 | 2 | 4 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 78 |
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. |