Digital Game Design (English)
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI269
Course Name: Introduction to Political Sociology
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery:
Course Coordinator: Dr. Öğr. Üy. SELEN YANMAZ
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: Within the framework of basic concepts and theoretical approaches of political sociology and based on the current debates regarding those issues; this very course aims to demonstrate the forms of interaction among state, individual and society. Accordingly, the course is designed to provide insight into major political sociological theories while aiding students make sense of the many major social and political changes taking place in the contemporary world.
Course Content: Elites; social classes; state; political parties and processes; media; social movements and related organizations; the market and the civil society as factors shaping modern societies; power; domination; legitimization; government; elite groups and their networks; inequality in the sense of classes; protests; collective conduct and movements.

Learning Outcomes

The students who have succeeded in this course;
1) Students will have the ability to understand theories and theoretical perspectives in sociology and social sciences.
2) Students will have the knowledge of using the basic theoretical analysis and the concepts of sociology in his/her studies.
3) Students will gain the knowledge and skills to interpret social, economic and historical facts from a sociological perspective by rational thinking in social, economic and historical context.
4) Students will gain the ability to follow and evaluate classical and contemporary studies and researches written in Turkish and English around the world.
5) Students will have the ability to use the appropriate theoretical framework and research methods for a sociological research in a future study project.
6) Students can associate the research questions with the findings of the research, and report the results.

Course Flow Plan

Week Subject Related Preparation
1) Two striking eamples of historical importance in lieu of an introduction to the course SOC-305 Political Sociology: Magna Carta & Rosa Parks incident!
2) German scholar Max Gustav Langes’ praising of Thorstein Veblen (1857-1929) as a pioneer of the field of Political Sociology.
2) German scholar Max Gustav Langes’ praising of Thorstein Veblen (1857-1929) as a pioneer of the field of Political Sociology.
2) German scholar Max Gustav Langes’ praising of Thorstein Veblen (1857-1929) as a pioneer of the field of Political Sociology.
2) German scholar Max Gustav Langes’ praising of Thorstein Veblen (1857-1929) as a pioneer of the field of Political Sociology.
3) Political sociology was conceived as an interdisciplinary sub-field of sociology & politics in the early 1930sthroughout the social & political disruptions because of Communism, Facism, World War II.
4) Other thinkers involved: Machiavelli, Tocqueville, M. Weber, K. Marx, C.W. Mills. Two prominant Turkish names: Niyazi Berkes and Behice Boran.
5) An elaborated analysis of power with all related dimensions (definition, metaphors provided, types of wower, related networks, systemic power, female-power-and-visibility, a very peculiar ancient Turkish concept, kut, which supposedly pertains to the “divine right” to rule.
6) Manifestation and visibility on one hand and on the other hand representation and implementation of might / power especially through institutions like army, police force, prison guards.
7) A powerful state’s exerting influence upon a weaker one in the “arena” of international field. Cases of Turkic states returning to Russian Kyrill alphabet following a period of interruption over many years. Japan, prussian, American and Turkish lineages / lines of martial traditions.

Sources

Course Notes / Textbooks: Dobratz, Betty A. et al. (2019). Power, Politics & Society: An Introduction to Political Sociology, Routledge, N Y & London.

Janoski, Thomas et al.(Eds.)(2005). The Handbook of Political Sociology: States, Civil Societies & Globalization, Cambridge University Press, New York & Melbourn
References: Thomaz Janoski vd. (2010). Siyaset Sosyolojisi, Çev. Adnan Küçükçiftçi, Phoenix Yayınevi, Ankara

❖ Maurice Duverger (2019), Siyaset Sosyolojisi, Çev. Şirin Tekeli, Varlık Yayınları, İstanbul.

❖ Feride Acar vd. (2019), Siyaset Sosyolojisi (Yaklaşımlar, Tartışmalar), Dipnot Yayınları, Ankara.

❖ Sarıbay, Ali Yaşar (2014), Global Bir Bakışla Politik Sosyoloji, Sentez Yayınları, Bursa.

❖ Yaylâ, Atillâ (2012). Siyaset Teorisine Giriş, Kesit Yayınları, İstanbul.

❖ Borgatta, Edgar F. & Montgomery, Rhonda J. V. (Eds.) (2000): Encyclopedia of Sociology, Volume I, The Gale Group Publishers, N Y..

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

6

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 2 % 60
Final 1 % 40
total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 14 42
Application 14 14
Study Hours Out of Class 14 28
Midterms 1 20
Final 1 30
Total Workload 134