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 |
GEP0808 | Philosophy of Religion | 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: | E-Learning |
Course Coordinator : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Course Lecturer(s): |
Assoc. Prof. MUSTAFA EMRE DORMAN |
Recommended Optional Program Components: | None |
Course Objectives: | The objective of the course is to analyze and evaluate the theories and ideas of philosophers on God and the monotheistic religions and to develop an ability of critical thinking. |
The students who have succeeded in this course; 1-Recognize the history of religious philosophy and its important representatives. 2-Understands the ways of gathering and evaluating information from research and sources in the philosophy of religion. 3-Distinguishes the similarities and differences between general philosophy and philosophy of religion. 4-Learn the relationship between religion and science. 5-Learn to conceptualize and evaluate various God concepts with theistic and atheistic evidence. |
Is there a God or not? Is it possible to prove the existence or non-existence of God? What is the source of a belief in God? What is the role of reason, experience and faith in religion? Is it possible to know the attributes of God, the immortality of the soul, the existence of miracles? What is the problem of evil? What are the moral and political implications of the claims of monotheistic religions? What is theism, deism, fideism, atheism and agnosticism? The philosophers to be studied are: Sextus, Augustinus, Aquinas, Anselmus, Avicenna, Descartes, Spinoza, Leibniz, Berkeley, Pascal, Hume, Marx, Kierkegaard, Nietzsche and Sartre. Teaching methods and techniques used in the course are: lecture, reading, individual work, sample examination, and discussion. |
Week | Subject | Related Preparation |
1) | An Introduction to Philosophy | |
2) | An Introduction to the Philosophy of Religion | |
3) | Sextus Empiricus | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
4) | Augustinus, Avicenna, Anselmus, Aquinas | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
5) | Descartes, Leibniz, Spinoza | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
6) | Berkeley, Pascal | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
7) | Hume | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
8) | Mid-Term Week | |
9) | Hume | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
10) | Hume | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
11) | Kierkegaard, Marx, Nietzsche | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
12) | Nietzsche, Sartre | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
13) | Nietzsche, Sartre | Text reading: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy ” edited by Louis P. Pojman. + Reading of the course notes. |
14) | Revision | Metin Okuma: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. + Derste alınan notların okunması. |
Course Notes / Textbooks: | Metin Okuma: “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. + Derste alınan notların okunması. / Course Notes / Textbooks Course notes + “Western Philosophy” edited by John Cottingham; “Classics of Philosophy” edited by Louis P. Pojman. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 10 |
Midterms | 1 | % 30 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 4 | 52 |
Homework Assignments | 1 | 20 | 20 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 115 |
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. |