Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI111 | ||||
Course Name: | Art and Culture | ||||
Semester: | Spring | ||||
Course Credits: |
|
||||
Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
|
||||
Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Dr. Öğr. Üy. NERGİS ATAÇ | ||||
Course Lecturer(s): | Dr. Rana Öztürk | ||||
Course Assistants: |
Course Objectives: | The course intends to provide a basic understanding of how the world of art and culture operates. Using visual material as well as critical texts, the course aims to introduce art as a modern category and highlight its role in the contemporary society in the context of other cultural productions. |
Course Content: | This is a weekly elective course open to students from any department. It introduces key contexts, concepts and institutional structures in understanding artistic and cultural practices. How are artistic and cultural products produced, understood and presented to audiences? In what way art and culture are related and how can we think of art as a different category than other cultural productions? There is a specific emphasis on museums as key institutions that determine the distinctions between cultural products and the museum's role in protecting, historicizing and attributing value to these products. |
The students who have succeeded in this course;
1) Students will understand key concepts and ideas related to art and culture. 2) They will grasp the institutional structures behind artistic and cultural productions. 3) They will be able to view, discuss, interpret and analyze creative practices and cultural institutions with reference to social, historical and cultural context. 4) They will develop research, critical thinking, speaking and writing skills by presenting and writing on assigned topics on artistic and cultural material. |
Week | Subject | Related Preparation |
1) | Meet & Greet: Introduction of the syllabus and curriculum | Weekly readings and videos to watch on each week's topic. |
2) | Shifting Meaning of Art | |
3) | The Artist, the Work of Art and Art Publics | |
4) | Kültürel Miras: Tahrip ve Koruma | |
5) | The Invention of Museums | |
6) | Museums and Galleries: Art and Culture on Display | |
7) | Modernity and Changing Contexts of Art and Culture | |
8) | Modernism in Art and Culture | |
9) | Museum Visit(s) / Examples and Discussion | |
10) | Art, Culture and Identity | |
11) | Art, Power and Politics | |
12) | Art and Technology: Changing Means of Producing, Disseminating and Viewing Art | |
13) | Art and Culture in the Digital Age | |
14) | Review and/or Further Discussion | |
15) | Final Exam Period | |
16) | Final Exam Period |
Course Notes / Textbooks: | Bu ders için tek bir kitap kullanılmamaktadır. Ancak okuma ve izleme ödevleri bu ders için kritik önem taşır ve dersteki tartışmaların temelini teşkil eder. Okuma ve çevrimiçi film ödevleri ders öncesinde PDF ya da internet bağlantısı olarak öğrencilere verilmektedir. Aşağıda belirtilen kitaplar verilen okuma ödevleri için kaynak kitap olarak kullanılabilir. / There is no single textbook for this course. However, reading and watching assignments are critical for the course and they form the basis for class discussion. Reading materials and online films from various sources are provided in advance of the class either as PDF files or as online links and distributed to the class through ALMS system or other appropriate method if necessary. |
References: | Shiner, L. (2001) The Invention of Art: A Cultural History, University of Chicago Press. Neval, D. & Pooke, G. (2008) Art History: The Basics, London & New York: Routledge. Mary Anne (1995) Believing Is Seeing: Creating the Culture of Art, Penguin Books. Various texts and films on Khan Academy. |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
||||
---|---|---|---|---|---|---|---|---|
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 | 1 | % 10 |
Presentation | 1 | % 25 |
Midterms | 1 | % 30 |
Final | 1 | % 35 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 65 | |
PERCENTAGE OF FINAL WORK | % 35 | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 14 | 2 | 3 | 70 | |||
Presentations / Seminar | 1 | 6 | 1 | 7 | |||
Homework Assignments | 1 | 5 | 5 | 10 | |||
Midterms | 1 | 8 | 10 | 18 | |||
Final | 1 | 15 | 15 | 30 | |||
Total Workload | 135 |