Week |
Subject |
Related Preparation |
1) |
Sociological dimension in Turkish Literature: Description, objective, content and method |
ESCARPİT, Robert, (1968), Edebiyat Sosyolojisi, (çev: Ali Türkay Yazıcı), İstanbul, Remzi Kitabevi. |
2) |
General approach to the sociological data of Turkish Mythic Narratives |
Mesaj Index, Muhsine Helimoğlu Yavuz |
3) |
Sociological data in Turkish Folk Narratives |
Diyarbakır Efsaneleri-Motif Index, Muhsine Helimoğlu Yavuz |
4) |
Sociological data in Turkish tales and their comparison with other nations’ tales |
Dede Korkut Destanları |
5) |
Analytical methods to compare renowned Turkish oral narrative via sociological messages |
Masallar ve Eğitimsel İşlevleri-Mesaj Index, Muhsine Helimoğlu Yavuz |
6) |
Message-Index' of narratives and analytical examples |
Mesaj Index, Muhsine Helimoğlu Yavuz |
7) |
General approaches to sociological data in classical novels in Turkish literature |
Mesaj Index, Muhsine Helimoğlu Yavuz |
8) |
Course review and midterm |
Course review |
9) |
Analysis of 'Araba Sevdasi' novel in Turkish Tanzimat Literature concerning the implications of Turkish life style, linguistic affection, prejudices on sociological changes.
Homework submission I |
Araba Sevdası-Recaizade Mahmut Ekrem
Homework submission I |
10) |
Basic sociological issues that are covered in the "Kirik Hayatlar" novel of Servet-i Funun Literature
Homework submission II |
Homework submission II |
11) |
Analysis of generational conflicts narrated in "Kiralik Konak" novel of Republican era Turkish Literature |
Kiralık Konak- Yakup Kadri Karaosmanoğlu |
12) |
Analysis of East-West life style and its impacts on conflicts within individuals, and in society through the "Fatih-Harbiye" novel |
Fatih Harbiye- Peyami Safa |
13) |
Socio-political analysis of "Yesil-Gece" novel
Oral presentataion in the classroom I |
Yeşil Gece- Reşat Nuri Güntekin
Oral presentataion in the classroom I (10 minutes) |
14) |
Analysis of consensus within East-West synthesis through "Sinekli-Bakkal" novel
Oral presentations in the classroom II |
Oral presentations in the classroom II (10 minutes) |
Course Notes / Textbooks: |
-Masallar ve Eğitimsel İşlevleri-Mesaj Index, Muhsine Helimoğlu Yavuz, 4. Baskı Cumhuriyet Kitapları Yayınları, İst. 2009
-Diyarbakır Efsaneleri-Motif Index, Muhsine Helimoğlu Yavuz, 4. Baskı Cumhuriyet Kitapları Yayınları, İst. 2007
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References: |
-“Mit-Din-Gelenek Aynasında Kadın”, Muhsine Helimoğlu Yavuz, Folklor-Edebiyat C.10, S. 37
-Modern Türk Edebiyatının Ana Çizgileri, Kenan Akyüz, Ank. 1976
-Karşılaştırmalı Edebiyat Bilimi, Gürsel Aytaç, Ank. 1997
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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. |
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2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
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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. |
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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. |
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5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
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6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
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7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
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8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
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9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
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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. |
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11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
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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. |
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