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: UNI015
Course Name: Introduction to Sociology
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: Face to face
Course Coordinator: Doç. Dr. EFE CAN GÜRCAN
Course Lecturer(s): Doç. Dr. Efe Can Gürcan
Course Assistants:

Course Objective and Content

Course Objectives: The course will introduce students to sociology. Students will finish with basic knowledge on the sources of social conflict and cooperation. They will have acquired critical thinking skills and a broad range of analytical tools for examining society and human interactions.
Course Content: Sociology is the systematic study of human society and social life. This course will introduce students to sociology by stimulating their “sociological imagination” around the following questions: How are human actions patterned? Where does the source of social conflict and cooperation lie? What are the social processes that influence the ways in which humans think, feel, and behave? How can human beings develop the will to shape the social forces they face? Students will be introduced to key sociological theories (e.g. structural functionalism, the social-conflict approach, symbolic interactionism, feminism).

Learning Outcomes

The students who have succeeded in this course;
1) Learning sociological theories
2) Learning critical sociological theories

Course Flow Plan

Week Subject Related Preparation
1) Politics and state
1) GİRİŞ
2) Kültür ve Toplum
3) Sosyalleşme
4) Kültür üzerine tartışma
5) Social Stratification
6) Race and Ethnicity
7) Sexuality and Gender Stratification
8) Midterm
9) The Economy and Work
10) Education
11) Health and Medicine
12) The Environment
13) Politics and Government
14) Collective Behavior and Social Movements

Sources

Course Notes / Textbooks: Heather Griffiths, et al. Introduction to Sociology, 2nd Edition, OpenStax
Rice University, 2017 (open access book, no purchase required): https://openstax.org/details/introduction-sociology-2e

References: Heather Griffiths, et al. Introduction to Sociology, 2nd Edition, OpenStax
Rice University, 2017 (open access book, no purchase required): https://openstax.org/details/introduction-sociology-2e

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

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
Attendance 1 % 15
Homework Assignments 1 % 35
Midterms 1 % 20
Final 1 % 30
total % 100
PERCENTAGE OF SEMESTER WORK % 70
PERCENTAGE OF FINAL WORK % 30
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 14 28
Homework Assignments 11 40
Final 15 57
Total Workload 125