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 |
SOC1051 | Introduction to Philosophy | Spring | 3 | 0 | 3 | 7 |
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 : | Prof. Dr. AYŞE NİLÜFER NARLI |
Course Lecturer(s): |
Instructor TUĞRUL ÖZKARACALAR Assist. Prof. KAYA AKYILDIZ |
Course Objectives: | This course provides an understanding of what philosophical inquiry and philosophical thinking is. These questions are divided into three parts: questions about reality, questions about knowledge and questions about values. It is not the purpose of this course to find an absolute answer to any of these questions. Instead, students are required to critically examine all possible answers, including both historical and modern views and preferably not to be easily content with any one of them. |
The students who have succeeded in this course; At the end of the course, you will be able to: 1. Gain the philosophical thinking ability. 2. Understand the major philosophical issues and its relation to life and reality. 3. Realize the meaning and significance of philosophical attitude. 4. Link between philosophy, epistemology, theology, metaphysics and other disciplines. 5. Grasp the essential philosophical problems from early Greeks, through the Middle Ages, to the 20th century. 6. Understand philosophy and its relationship/effects to science, religion, politics, economics and social life. |
This course is designed to introduce students to the foundational concepts and practices of philosophy, fostering a deep understanding of its role in life and reality. Through exploring key philosophical issues and problems, from ancient Greek thought through medieval philosophy to contemporary debates, students will develop the ability to think critically and philosophically about the world around them. The course examines the relationship between philosophy and other disciplines, including epistemology, theology, metaphysics, science, religion, politics, and economics, to reveal philosophy's impact on both personal beliefs and societal structures. By the end, students will cultivate a philosophical attitude that enhances their analytical skills and broadens their perspective on diverse aspects of human experience. Teaching methods of the course are lecture, reading, group work and discussion. |
Week | Subject | Related Preparation |
1) | General Introduction | No readings for week 1 |
2) | What is Philosophy?- Part 1 | Coursebook pp. 3-33 |
3) | What is Philosophy? - Part 2 | Coursebook pp. 35-68 |
4) | What is Philosophy? - Part 3 | Coursebook pp. 69-90 |
5) | Workshop 1 | - |
6) | What is Epistemology? | Coursebook pp. 91-126 |
7) | Workshop 2 | - |
8) | Midterm Exam | |
9) | Theory of Value | Coursebook pp. 127-174 |
10) | Workshop 3 | |
11) | Theories of Ethics | Coursebook pp. 175-193 |
12) | Metaphysics- Part 1 | Coursebook pp. 203-277 |
13) | Metaphysics- Part 2 | Coursebook pp. 278-330 |
14) | General Overview |
Course Notes / Textbooks: | R. E. Creel, Thinking Philosophically, Blackwell Publishers, Massachusetts, 2001 Additional readings will be announced. |
References: | R. E. Creel, Thinking Philosophically, Blackwell Publishers, Massachusetts, 2001 Haftalık ek okumalar duyurulacaktır. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 0 |
Application | 3 | % 15 |
Quizzes | 2 | % 10 |
Midterms | 1 | % 35 |
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 |
Application | 3 | 5 | 15 |
Study Hours Out of Class | 10 | 1 | 10 |
Quizzes | 3 | 6 | 18 |
Midterms | 1 | 10 | 10 |
Final | 1 | 30 | 30 |
Total Workload | 125 |
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. |