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 |
GEP0803 | Contemporary Philosophy | Fall | 3 | 0 | 3 | 5 |
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: | Face to face |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Course Lecturer(s): |
Assoc. Prof. SONGÜL DEMİR Instructor TUĞRUL ÖZKARACALAR |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to make an introduction to the principles of modern thought from a historical perspective |
The students who have succeeded in this course; After successfully completing this course the student will be able •set forth the elements discussed by the philosophers during the last decades •make a study on one of them •Defining contemporary thinking •Determining the various areas of contemporary philosophy •Contemporary philosophers and its thoughts |
•Neo-Kantianism, philosophy of life, Dilthey, Historism, Hermeneutic Pragmatism, constructivism- |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | What is the contemporary philosophy? | Course Note |
3) | What is the hermenuetik? | Course Note |
4) | W. Dilthey and Gadamer | Course Note |
5) | Marksism and wsetern marxism | Course Note |
6) | G.Lukacs, A Gramschi | Course Note |
7) | Frankfurt School:Adorno ve Horkheimer | Course Note |
8) | Ü habermas and the Theory of Communicative Action | Course Note |
9) | Structuralism, sauussre | Course Note |
10) | R. Barthes | Course Note |
11) | Lacan, althuser | Course Note |
12) | Post modernism: lytord | Course Note |
13) | Post structuralism,: Faucault | Course Note |
14) | J. derrida | Course Note |
Course Notes / Textbooks: | |
References: | " Peter Watson, Ideas – A History From Fire to Freud, Phoenix Paperback, 2006.E. Levinas. Sonsuza Tanıklık (Seçme Metinler). Metis Yayınları, Zaman ve Başka-Metis Yayınları. " "J. Derrida. Toplumbilim 10-Derrida Özel sayısı, Cogito özel sayısı. " |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 2 | % 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 | 14 | 1 | 14 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 91 |
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. |