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 |
ACL4055 | Travel Writing | 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: | Students who take this course will understand and be able to identify the definition, traditional elements and development of travel narratives. By means of close reading of selected travel narratives, they will identify, compare and contrast travel writing traditions in different parts of the world. |
The students who have succeeded in this course; Students who complete this course will learn * to identify the literary, cultural, historical, political impact of travel narratives in different parts of the world. * the terminology related to travel writiıng theory • to identify recurrent themes in travel writing such as self-fashioning, the body, Orientalism, imaginative geography and the tourist gaze • to read critically several travel narratives by writers and explorers from different parts of the world • to discuss how this genre has evolved through time and place. |
Examples of travel writing from the 14th-2Oth century |
Week | Subject | Related Preparation |
1) | Introduction to Class | - |
2) | The Art of Travel | Reading |
3) | The Art of Travel | Reading |
4) | The Art of Travel | Reading |
5) | The Oxford Book of Exploration | Reading |
6) | The Oxford Book of Exploration | Reading |
7) | The Oxford Book of Exploration | Reading |
8) | Review | - |
9) | Amongst the Believers | Reading |
10) | Amongst the Believers | Reading |
11) | Amongst the Believers | Reading |
12) | Ghost Train to the Eastern Star | Reading |
13) | Ghost Train to the Eastern Star | Reading |
14) | Ghost Train to the Eastern Star | Reading |
15) | Final | - |
16) | Final | - |
Course Notes / Textbooks: | The Art of Travel by Alain de Botton The Oxford Book of Exploration ed. by Robin Hanbury Tenison Amongst the Believers by V.S.Naipaul Ghost Train to the Eastern Star by Paul Theroux |
References: | none |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 16 | % 10 |
Quizzes | 2 | % 20 |
Midterms | 1 | % 30 |
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 | 15 | 1 | 15 |
Quizzes | 2 | 5 | 10 |
Midterms | 1 | 10 | 10 |
Final | 1 | 20 | 20 |
Total Workload | 97 |
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. |