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 |
GEP0201 | City and Culture | Fall | 3 | 0 | 3 | 4 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. NESLİHAN AYDIN YÖNET |
Course Lecturer(s): |
Assist. Prof. NESLİHAN AYDIN YÖNET |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of the City and Culture course is to teach students to read, understand and analyze the city in its various dimensions. Within the scope of the course, first of all, the concepts of city and culture and the relationship between them will be explained. |
The students who have succeeded in this course; 1. They will have a general knowledge of urban culture, 2. They will have information about the evolution of cities, 3. Will be able to compare the effects of different social and cultural groups in cities on urban space, 4. Will be able to discuss today's cities with many dimensions (social, political, historical, architectural, etc.). |
The historical background of the relationship between city and culture, the effect of globalization on the transformation and change of today's cities, the effort to create a brand city, the protection of cultural values, the concept of sustainability, the importance of public spaces (squares and streets), the spatial and social reflections of housing culture on cities will be evaluated. At the end of the semester, the student will be able to evaluate the relationship between city and culture in many aspects. |
Week | Subject | Related Preparation |
1) | Introduction | Selection of the study topics |
2) | City Concept / Urban Culture | The list of the study topics |
3) | Transformation of Cities | |
4) | Post-Industrial City | |
5) | Global City | |
6) | Public Space | |
7) | Review | |
8) | Midterm | |
9) | Sustainability | |
10) | Housing Culture | |
11) | Disaster and City | |
12) | Student Presentations | |
13) | Student Presentations | |
14) | Student Presentations |
Course Notes / Textbooks: | - |
References: | • Thorns, David C. (2004), "Kentlerin Dönüşümü: Kent Teorisi ve Kentsel Yaşam", Soyak Yayınları, İstanbul, Türkiye. • Atanur, G. ve Yaman, M. (Editörler) (Eylül 2016), "Kent Kültürü ve Kentlilik Bilinci Sempozyumu" Bildiri Kitabı, Bursa Kent Konseyi Bilimsel Yayınlar Dizisi-3, Bursa, Türkiye. • Turgut Yıldız, H. ve Eyüce, A. (Derleyenler) (Aralık 2007), "Kent, Kültür ve Konut", IAPS-CSBE Network Kitap Serisi:7, Bahçeşehir Üniversitesi, Uğur Eğitim Pazarlama ve Yayıncılık A.Ş., İstanbul, Türkiye. • Keyder, Ç. (Editör) (2006), "İstanbul: Küresel ile Yerel Arasında"Metis Yayınları, İstanbul, Türkiye. • Bali, R. N. (2009), "Tarz-ı Hayat’tan Life Style’a: Yeni Seçkinler, Yeni Mekanlar, Yeni Yaşamlar", İletişim Yayınları, İstanbul, Türkiye. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Presentation | 1 | % 30 |
Midterms | 1 | % 20 |
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 | 11 | 5 | 55 |
Presentations / Seminar | 1 | 3 | 3 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 106 |
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. |