Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI383 | ||||
Course Name: | Rising China: Power and Problems | ||||
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: | Dr. Öğr. Üy. EYLÜL BEYZA ATEŞ ÇİFTÇİ | ||||
Course Lecturer(s): | Dr. Öğr. Üyesi Eylül Beyza Ateş Çiftçi | ||||
Course Assistants: |
Course Objectives: | By the end of this course, students should be able to analyse the rising China and its effectiveness in regional and global order in terms of economic, military and nuclear power while they also know current global problems and debates. |
Course Content: | This course provides undergraduates with a broad introduction to China’s political, economic, and strategic development during the modern era. The discussion begins with the lowest point in Chinese history when the country was rendered as a socialist country and ends with China’s contemporary rise and implications for the world. The questions asked include: In what ways is China rising? How did it happen? How does China’s rise impact the U.S and the global system? |
The students who have succeeded in this course;
1) Students will finish the course with basic knowledge on China Studies. 2) They will have acquired critical thinking skills and a broad range of analytical tools for understanding the rise of China and its global implications. |
Week | Subject | Related Preparation |
1) | Establishment of the People’s Republic of China and Socialist Order | |
2) | New World Order in the Post-Cold War Area and Multipolarity Discourse of China | |
3) | Regional Alliance Initiatives of China in the Globalization Period | |
4) | Global Policies of China in the Globalization Period | |
5) | Economic Power Achievements of China | |
6) | Military and Nuclear Potential of China | |
7) | Midterm | |
8) | Shanghai Cooperation Organisation | |
9) | One Belt One Road Initiative | |
10) | Taiwan Policy of China and Problems | |
11) | Competition Areas of China and Problems | |
12) | Regional and Global Effectiveness of China | |
13) | China’s Future and Popular Debates | |
14) | Final |
Course Notes / Textbooks: | June Teufel Dreyer, China’s Political System: Modernization and Tradition, fifth edition, New York: Pearson / Longman, 2006. Barry Naughton, The China’s Economy: Transition and Growth, Cambridge, MA: MIT University Press, 2007. Susan Shirk, China: Fragile Superpower, New York: Oxford University Press, 2007. |
References: | Lecturer's handouts, presentations |
Course Learning Outcomes | 1 |
2 |
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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 |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 13 | 39 |
Midterms | 7 | 21 |
Final | 5 | 15 |
Total Workload | 75 |