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
GEP0131 Introduction to Classical Music Spring 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: GE-Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Dr. BURCU ALARSLAN ULUDAŞ
Course Objectives: Have learned the musical terminology,the evolution of period and types of classical music

Learning Outputs

The students who have succeeded in this course;
This course aims at enabiling students with a basic understanding of Classical Music using audiovisual techniques.

Course Content

Semester 1; introduction to classical music. 2.semester; Trends in classical music.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Ancient and Middle Age music, Gregorian chants.
2) Ars Nova Late Middle Age and Terminology
3) Ouverture, Orotorie, Madrigal cd
4) Renaissance Music and Terminology
5) Music for voices (Opera, Aria, Duet) dvd
6) Orchestral Instruments (Strings Woodwinds,Brass)
7) Homophony,Polyphony,parts and partitions
8) Baroque Music 1600 - 1700
9) J.S, Bach, Vivaldi, Scarlatti and opera in Baraque
10) Chamber Music, Suite
11) The age of Classicism (Symphony, Concerto)
12) Classicism in Vienna (Mozart, Haydn, Beethoven)
13) Classical Symphonies and Terminology
14) Revision
15) Final Exam
16) Final Exam

Sources

Course Notes: Hocanın verdiği notlar
References: DVD, CD, Canlı Konserler

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 5
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments 1 % 10
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 35
Preliminary Jury % 0
Final 1 % 50
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 1 2 2
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 4 2 8
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Quizzes 3 6 18
Preliminary Jury 0
Midterms 1 10 10
Paper Submission 0
Jury 0
Final 1 10 10
Total Workload 90

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.