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: UNI351
Course Name: Tracking Nobel Prizes
Semester: Spring
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: E-Learning
Course Coordinator: Dr. Öğr. Üy. AYŞE KÖYLÜ
Course Lecturer(s): Dr. AYŞE KÖYLÜ
Course Assistants:

Course Objective and Content

Course Objectives: With this lecture, students will be aware of the studies carried out not only in their fields but also in other fields such as Physics, Chemistry and Psychology. It is aimed to increase the students' interest in scientific research, since especially interesting studies in history will be discussed. In addition, some recent Nobel prizes and the content of the works will be focused on and it will be ensured that the students will generate ideas on the subjects. Students will examine scientific research and will be encouraged to think about the implications of its outcomes for the future of humanity.
Course Content: Definition and characteristics of science, a brief overview of scientific developments in the 19th and 20th centuries, science and research, scientific research method steps, Nobel prize, Nobel prize winners, important Nobel prizes in health in recent history.

Learning Outcomes

The students who have succeeded in this course;
1) Defines the concepts of science and scientific research
2) Defines the difference between hypothesis and theory
3) Describes the scientific research process

Course Flow Plan

Week Subject Related Preparation
1) Scientific Research Methods
2) Important Scientific Advances in the 19th Century
3) Important Scientific Advances in the 20th Century
4) Student presentation: problems of today, solutions for tomorrow-1
5) Important Scientific Advances in the 21st Century-1
6) Student presentation: problems of today, solutions for tomorrow-2
7) Important Scientific Advances in the 21st Century-2
8) Midterm Exam
9) Nobel Prizes Overview-1
10) Nobel Prizes Overview-2
11) Radioactivity
12) DNA repair
13) Student presentation: problems of today, solutions for tomorrow-3
14) Final exam

Sources

Course Notes / Textbooks: • Robert A. Day (1995). How to Write and Publish a Scientific Paper. 4th Edition. Cambridge University Press
• James C. Zimring (2019). What Science Is and How It Really Works. 1st Edition. Cambridge University Press
• Dhillon, P. (2022). How to write a good scientific review article. The FEBS Journal, 289(13), 3592-3602.
References: https://www.nobelprize.org/

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

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 % 40
Final 2 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 2 2 2 2 12
Presentations / Seminar 3 5 15
Midterms 2 30 2 1 66
Final 1 20 1 1 22
Total Workload 115