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
GEP0508 Wars That Change History 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 Lecturer(s): Instructor İLKİN BAŞAR ÖZAL
Dr. LEVENT KAYA OCAKAÇAN
Course Objectives: The objective of this course is to cover the important wars of world history primarily in Europe, America and the Middle East, from ancient Greece to our modern day in order to see the origins and the consequences of wars and the process how war changes the courses of history.

Learning Outputs

The students who have succeeded in this course;
The students who succeed in this course will be able to:

1)have a perspective to understand the human and the state experience and factors that are shaped during the time of war.
2)develop critical thinking through the study of diverse interpretations of historical events and gain the ability to evaluate the historical analogies when applied to contemporary affairs.
3)develop and demonstrate an understanding of qualities of the war and warrior ethos as they apply in both military and civilian life.
4) sharpen the knowledge on states, nations and warfare.
(5)formulate the basic information on the development of state level relations, the processed that lead to war and later on peace.

Course Content

Majors wars of world history

Weekly Detailed Course Contents

Week Subject Related Preparation
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)

Sources

Course Notes: My own lecture notes to be photocopied
References: Neiberg, Michael. Warfare in World History. London ; New York: Routledge, 2001 Bernard Brodie, War and Politics (NY: Macmillan, 1973), pp. 276-340 Michael W. Doyle, Ways of War and Peace. New York: W.W. Norton, 1997. Chap. 1 Jack S. Levy, War in the Modern Great Power System, 1495-1975. Lexington: University Press of Kentucky, 1983. Chap. 3-4 (especially pp. 50-53). David Ziegler, War, Peace and International Politics, 2nd ed., (Boston: Little, Brown, 1981),chapter 15 ("Disarmament"), pp. 249-26 Michael Howard, War in European History. 2nd edit. Oxford University Press, 2001. Peter Paret, ed. Makers of Modern Strategy: from Machiavelli to the Nuclear Age. Princeton:Princeton University Press, 1986 Theodore Ropp, War in the Modern World. Revised ed. JHU Press, 2000. Ali M. Ansari, Confronting Iran. New York: Basic Books, 2006. Dilip Hiro, War without End. London: Routledge, 2005. Phebe Marr, The Modern history of Iraq. Boulder, Co.: Westview, 2004. Bing West, The Strongest Tribe: War,Politics and the Endgame in Iraq. New York: Random House, 2008. John C. Campbell, "The Soviet Union and the United States in the Middle East," Annals of the American Academy of Political and Social Science, Vol. 401, America and the Middle East (May, 1972), pp. 126-135 Douglas Little, "The Making of a Special Relationship: The United States and Israel, 1957-68." International Journal of Middle East Studies, Vol. 25, No. 4. (Nov., 1993), pp. 563-585.

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 5 % 20
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 40
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 2 28
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Quizzes 5 4 20
Preliminary Jury 0 0 0
Midterms 1 2 2
Paper Submission 0 0 0
Jury 0 0 0
Final 1 2 2
Total Workload 94

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.