Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI319 | ||||
Course Name: | Medicine and Art | ||||
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: | Öğr. Gör. SELİN URSAVAŞ | ||||
Course Lecturer(s): | Öğr. Gör. Selin URSAVAŞ | ||||
Course Assistants: |
Course Objectives: | Understanding the relation between medicine and art. Learns the connection between medical science and art. Gains a different perspective on medicine and art. Provides contributions to moral and personal development. Provides a basis for communication skills in professional life. |
Course Content: | The relationship of medicine with art. Reflections of medicine in art. Contribution of medicine to the artist. |
The students who have succeeded in this course;
1) Learns the connection between medical science and art. 2) Gains a different perspective on medicine and art. 3) Provides contributions to moral and personal development. 4) Provides a basis for communication skills in professional life. 5) gains the ability to see the medical foundations of artistic studies. 6) learn how the development of medicine and art develop together. |
Week | Subject | Related Preparation |
1) | Meeting, information about the course, movie and reading suggestions | |
2) | The relationship between medicine and art | |
3) | Paintings about medical sciences | |
4) | Music theraphy in medicine | |
5) | Movies on medicine-1 | |
6) | Movies on medicine-2 | |
7) | Movies on medicine-3 | |
8) | Movies on medicine-4 | |
9) | Medicine and human sciences | |
10) | Human body exhibition and medical illustration | |
11) | Creative doctors | |
12) | Books on Medicine-1 | |
13) | Books on Medicine-2 | |
14) | Books on Medicine-3 | |
15) |
Course Notes / Textbooks: | 1.Ünlü Ressamlar Hayatları ve Eserleri / SADUN ALTUNA 2. Tıbbi Mucizeler / DR. EUGENE W. STRAUS, ALEX STRAUS 3.Sapiens / YUVAL NOAH HARARİ 4.Bilim İnsanları Bir Keşif Destanı / ANDREW ROBİNSON |
References: | 1.Ünlü Ressamlar Hayatları ve Eserleri / SADUN ALTUNA 2. Tıbbi Mucizeler / DR. EUGENE W. STRAUS, ALEX STRAUS 3.Sapiens / YUVAL NOAH HARARİ 4.Bilim İnsanları Bir Keşif Destanı / ANDREW ROBİNSON 5. https://bodyworlds.com/ 6. https://www.ami.org/medical illustration/enter the profession/careers 7.https://www.medillsb.com/illustration_image_details.aspx?AID=257 &IID=270945 8.Somakcı , Pınar, Sosyal Bilimler Enstitüsü Dergisi Sayı : 15 Yıl : 2003/2 (131 140 s.) 9.Gençel , Özge, Ekim 2006 Cilt:14 No:2 Kastamonu Eğitim Dergisi 697706 10.Birkan, Işıl, Ankara Akupunktur ve Tamamlayıcı Tıp Dergisi, 2014 11.Karamızrak , Neslihan, Koşuyolu Heart Journal 2014 12.Burçin UÇANER, Birsen ÖZTÜRK, 1 3 Mayıs 2009 1. Uluslararası Eğt.Arş.Kongresi , Çanakkale 18 Mart Üniversitesi 13.Sanat ve Tıp: Musa Albükrek 14.Tıp ve Sanat: Faik Çelik 15. https://www.antropoloji.net/index.php?option=com_content&view=ar ticle&id=154:tibbi antropolojinin calisma alanlari&catid=82&Itemid=475 16.http://www.bilgius.com/tag/insan bilimleri nelerdir/ 17.http://tr.wikipedia.org/wiki 18.http://upload.wikimedia.org/wikipedia/commons/8/88/W.H.R.Rivers_ %28Maull%29.jpg 19.http://www.kirilmetodiuniversitesi.com/images/etnoloji ve antropoloji_clip_image008.jpg |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
6 |
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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 |
Homework Assignments | 2 | % 100 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 100 | |
PERCENTAGE OF FINAL WORK | % | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 2 | 1 | 2 | 14 | 34 | ||
Presentations / Seminar | 2 | 2 | 2 | 4 | 16 | ||
Project | 2 | 4 | 16 | 20 | 80 | ||
Total Workload | 130 |