Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI309 | ||||
Course Name: | Introduction to Metaverse | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Prof. Dr. HATİCE ÖZ PEKTAŞ | ||||
Course Lecturer(s): | Michael Barngrover | ||||
Course Assistants: |
Course Objectives: | The main objective of the course is to develop within students an understanding of the core components of the metaverse and an awareness of its potential impacts on society. By the end of the class, students will possess developed ethical positions on many of the important metaverse topics. |
Course Content: | The course introduces fundamental elements that form the foundation of various conceptualizations of “The Metaverse”. Topics to be presented and discussed include shared spatialization, digital mediation of reality, socialization, and assigning value to digital objects. The course will devote significant time to discussions of ethics and the impacts that digitization will have on non-digital aspects of society. Students will be required to research and write several essays throughout the course and design a metaverse scenario as a final group project. Online class sessions will frequently take place inside of 2D and 3D “metaverse platforms”. Students will be expected to know how to use their keyboard and mouse/touchpad to navigate these spaces and to use their microphone effectively. This is not a course focused on cryptographic topics. Blockchains, cryptocurrencies, and NFTs will not be the focus of the course, although these subjects will be included in discussions of metaverse economics and concepts of ownership. |
The students who have succeeded in this course;
1) Understand the concept and components of the Metaverse. 2) Understand the role and impact of avatars in the Metaverse learning environment. 3) Explore tools and modalities for synchronous learning in the Metaverse. 4) Address accessibility and equity considerations in designing inclusive Metaverse learning experiences 5) analyze the impact of diverse perspectives and cultures on Metaverse learning. |
Week | Subject | Related Preparation |
1) | he concept and the evolving dynamics of Metaverse | |
2) | origins of metaverse and its impact on various industries | |
3) | understanding the Metaverse's interactive digital environments, virtual reality (VR), augmented reality (AR), and mixed reality (MR) | |
4) | understanding the Metaverse's interactive digital environments, virtual reality (VR), augmented reality (AR), and mixed reality (MR)_2 | |
5) | ethical, legal, and privacy considerations related to Metaverse | |
6) | leveraging Metaverse for business growth, virtual reality, gaming and social interactions_1 | |
7) | leveraging Metaverse for business growth, virtual reality, gaming and social interactions_2 | |
8) | midterm week | |
9) | 3D modeling, programming, blockchain understanding, virtual reality integration, and AR development | |
10) | concepts of dataspace management, virtual economies, digital asset creation, and setting up interactive experiences | |
11) | future possibilities and innovations in the Metaverse ecosystem | |
12) | Student presentations | |
13) | Student presentations | |
14) | Student presentations | |
15) | final week | |
16) | final week |
Course Notes / Textbooks: | Readings to be assigned and provided in class Access to VR headsets and library of VR experiences Computers capable of opening webVR sites |
References: | Readings to be assigned and provided in class Access to VR headsets and library of VR experiences Computers capable of opening webVR sites |
Course Learning Outcomes | 1 |
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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. |
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. |
Semester Requirements | Number of Activities | Level of Contribution |
Project | 1 | % 40 |
Midterms | 1 | % 30 |
Final | 1 | % 30 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 70 | |
PERCENTAGE OF FINAL WORK | % 30 | |
total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 14 | 14 |
Project | 5 | 21 |
Midterms | 3 | 21 |
Final | 3 | 21 |
Total Workload | 119 |