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 |
NMD3210 | Media Literacy | Fall | 3 | 0 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
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. |
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. |
The course establishes the link between analysis, questioning, evaluation and mass media at every stage of their lives. |
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 |
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 |
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 |
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 |
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. |