GEP0113 European ArtBahçeşehir 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
GEP0113 European Art Spring 3 0 3 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: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. BURCU ALARSLAN ULUDAŞ
Course Lecturer(s): Assoc. Prof. LEWIS KEIR JOHNSON
Recommended Optional Program Components: None
Course Objectives: The course introduces the students the arts and culture of Europe from the middle ages to the modern era. By providing an thorough discussion of the artistic changes and movements this course provides the students with a general understanding of the artistic and cultural life in Europe.

Learning Outcomes

The students who have succeeded in this course;
•To enable students to analyze the artistic production from the middle ages to the modern era.
•To nurture a visual understanding of the international abd cross-cultural artistic production
•To teach the basic terminology of art and the basics of aesthetic theory
•To enable students to analyze, understand, and critique and artwork to write about it, to compare and contrast it with others
•To show how to analyze an artwork, to decode how the meaning is decoded and conveyed and what can be gained from it.

Course Content

Marilyn Stokstad, Art History: A View of the West, Volume 1, (based on Stokstad 3rd edition). Prentice Hall, 2008. ISBN 0131566105.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Jewish and Early Christian art: Catacombs and Dura Europos Constantinople and Early Byzantine Art Mosaics and Manuscripts Reading: Stokstad, Chapter 7: “Early Christian, Jewish and Byzantine Art,” to page 254. On-line sources: Selections from the Bible
2) BYZANTIUM AND ISLAM Byzantine icons Byzantium and Europe Stokstad, Chapter 8: “Islamic Art” On-line sources: Selections from the Qur’an, and from medieval geographers.
3) ARTS OF THE ISLAMIC WORLD. Mosque and palace. Luxury arts in the Islamic world. Celtic and Germanic arts of Northern Europe Stokstad, Chapter 9: “Early Medieval Art in Europe” On-line sources: Short selections from Beowulf
4) EARLY MEDIEVAL WEST Sutton Hoo ship burial
5) GOTHIC ART AND ARCHITECTURE The Gothic cathedral Gothic sculpture and decorative arts The Fourteenth Century in Europe Stokstad, Chapter 11: “Gothic Art of the Twefth and Thirteenth Centuries” and Chapter 12, “Fourteenth Century Art in Europe.”
6) Selection of Isms in European art
7) From Gothic to Renaissance: The Fourteenth Century in Italy Chapter 20, “Piety, Passion, and Politics: Fifteenth-Century Art in Northern Europe and Spain
8) Beauty, Science, and Spirit in Italian Art: The High Renaissance and Mannerism” Chapter 22
9) Humanism and the Allure of Antiquity: Fifteenth Century Italian Art” Chapter 21
10) Of Popes, Peasants, Monarchs, and Merchants: Baroque and Rococo Art Chapter 24
11) Neoclassicism and the Industrial Revolution Chapter 25
12) Modernism, modernity, and modern art. Paul Wood, “Introduction: The Avant-Garde and Modernism,” in The Challenge of the Avant-Garde, ed. Paul Wood (New Haven: Yale University Press, 1999): 7-31.
13) Sculpture and Photography: From Academy to Arcades Potts, The Sculptural Imagination
14) Revision

Sources

Course Notes / Textbooks: H.Wölfflin ,Sanat Tarihinin Temel Kavramları,İstanbul,1985
E. Gombrich, Sanatın Öyküsü, Istanbul, 1988
Marilyn Stokstad, Art History: A View of the West, Volume 1, (based on Stokstad 3rd edition). Prentice Hall, 2008.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Quizzes 5 % 10
Presentation 1 % 10
Project 1 % 10
Midterms 1 % 25
Final 1 % 35
Total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Presentations / Seminar 1 3 3
Project 1 10 10
Quizzes 5 2 10
Midterms 1 10 10
Final 1 20 20
Total Workload 95

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.