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
NMD3210 Media Literacy Fall 3 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Non-Departmental Elective
Course Level: Bachelor
Mode of Delivery: E-Learning
Course Coordinator : Dr. Öğr. Üyesi SİNAN AŞÇI
Course Lecturer(s): Instructor SİNEM İNCE
Course Objectives: This course aims to develop students' critical thinking skills, question and analyze the information that they receive through media, and reflect on the concept of reality.

Learning Outputs

The students who have succeeded in this course;
Students who take this course;
- will be able to analyze media.
- will be able to understand visual codes and visual literacy.
- will be able to express the relationship between imagination and media.
- can analyze the post-truth and reality.
- can analyze the target and goals of tv commercials.
- will be able to analyze how sight, sound and motion call emotions.

Course Content

The course establishes the link between analysis, questioning, evaluation and mass media at every stage of their lives.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction: Meaning of media literacy
2) Asking critical questions
3) Understanding media genres
4) Media and real world
5) What is the truth? What is post-truth?
6) Media and why do we trust?
7) Agenda-setting
8) Mass communication
9) Visual codes
10) Global media
11) Media ethics
12) Commercialism, media, culture
13) Best examples of media literacy
14) Review of the term

Sources

Course Notes: Media Literacy - W. James Potter Introduction to Mass Communication: Media Literacy and Culture Stanley Baran Thinking, Fast and Slow- Daniel Kahneman
References: Media Literacy - W. James Potter Introduction to Mass Communication: Media Literacy and Culture Stanley Baran Thinking, Fast and Slow- Daniel Kahneman

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments 2 % 15
Presentation 1 % 15
Project % 0
Seminar % 0
Midterms 1 % 30
Preliminary Jury % 0
Final 1 % 40
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 14 4 56
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 3 3 9
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 1 3 3
Paper Submission 0 0 0
Jury 0 0 0
Final 1 3 3
Total Workload 113

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.