Computer Engineering (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | NMC008 | ||||
Course Name: | Game Studies | ||||
Semester: |
Spring Fall |
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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. ZEYNEP BURCU KAYA ALPAN | ||||
Course Lecturer(s): | Zeynep Burcu Kaya Alpan | ||||
Course Assistants: |
Course Objectives: | This course will introduce key areas of game studies to students, enabling them to explore and research academic areas of game studies on their own. |
Course Content: | Within the scope of the course, the basic concepts of game studies, preliminary academics and their texts are introduced. |
The students who have succeeded in this course;
1) Defines and critically discusses key areas of game studies. 2) Introduces students with a dynamic and interdisciplinary field of the academia and its preliminary researchers. 3) Encourages students to independently discuss games and game studies in their everyday lives. 4) Empower them with the necessary lexicon to critique digital games and game cultures. |
Week | Subject | Related Preparation |
1) | Introduction to game studies and exploring the syllabus. | |
2) | Defining Games, Rules and Play | |
3) | A Brief History of Game Studies | |
4) | Digital Games as an Art Form | |
5) | Representation and Identity in Games and Game Cultures | |
6) | Games for Change | |
7) | Overview of previous lectures. | |
8) | Midterm Exam | |
9) | Digital Game Design Processes | |
10) | Production, Marketing and Labor in Digital Games | |
11) | Game Criticism and Game Journalism | |
12) | Examining selected games regarding previous lectures. | |
13) | Overview of the lectures. | |
14) | Final exam  |
Course Notes / Textbooks: | An Introduction To Game Studies: Games In Culture, Frans Mäyrä, SAGE Publications, 2008. Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman, The MIT Press, 2004. The Routledge Companion to Video Game Studies, Mark J.P. Wolf, Bernard Perron, Routledge, 2013. |
References: | Man, Play and Games, Roger Caillois, 2001. The Video Game Debate: Unravelling The Physical, Social, And Psychological Effects Of Video Games, Rachel Kowert, Thorsten Quandt, Routledge, 2015. |
Course Learning Outcomes | 1 |
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3 |
4 |
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Program Outcomes | |||||||||||
1) Adequate knowledge in mathematics, science, and computer engineering principles, both theoretical and practical, and the ability to apply this knowledge to complex engineering problems. | |||||||||||
2) Ability to identify, formulate, and solve complex computer engineering problems using appropriate analysis and modeling techniques. | |||||||||||
3) Ability to design and develop complex computer systems, devices, or products that meet specific requirements and operate under realistic constraints and conditions, using modern design methods. | |||||||||||
4) Ability to develop, select and use modern techniques and tools used for the analysis and solution of complex computer engineering problems, and the ability to use information technologies effectively. | |||||||||||
5) Ability to plan and conduct experiments, collect and analyze data, and interpret results in the study of complex computer engineering problems or research topics. | |||||||||||
6) Ability to work effectively within and multidisciplinary teams; individual study skills. | |||||||||||
7) Ability to communicate effectively orally and in writing; knowledge of at least one foreign language; ability to write effective reports and understand written reports, to prepare design and production reports, to make effective presentations, to give and receive clear and understandable instructions. | |||||||||||
8) Awareness of the necessity of lifelong learning; ability to access information, to follow developments in science and technology and to renew continuously. | |||||||||||
9) To act in accordance with ethical principles, professional and ethical responsibility; information on the standards used in engineering applications. | |||||||||||
10) Information on business practices such as project management, risk management and change management; awareness of entrepreneurship and innovation; information about sustainable development. | |||||||||||
11) Knowledge of the effects of computer engineering practices on health, environment and safety in the universal and social scale and the problems of the era reflected in computer engineering; awareness of the legal consequences of computer engineering solutions. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Adequate knowledge in mathematics, science, and computer engineering principles, both theoretical and practical, and the ability to apply this knowledge to complex engineering problems. | |
2) | Ability to identify, formulate, and solve complex computer engineering problems using appropriate analysis and modeling techniques. | |
3) | Ability to design and develop complex computer systems, devices, or products that meet specific requirements and operate under realistic constraints and conditions, using modern design methods. | |
4) | Ability to develop, select and use modern techniques and tools used for the analysis and solution of complex computer engineering problems, and the ability to use information technologies effectively. | |
5) | Ability to plan and conduct experiments, collect and analyze data, and interpret results in the study of complex computer engineering problems or research topics. | |
6) | Ability to work effectively within and multidisciplinary teams; individual study skills. | |
7) | Ability to communicate effectively orally and in writing; knowledge of at least one foreign language; ability to write effective reports and understand written reports, to prepare design and production reports, to make effective presentations, to give and receive clear and understandable instructions. | |
8) | Awareness of the necessity of lifelong learning; ability to access information, to follow developments in science and technology and to renew continuously. | 2 |
9) | To act in accordance with ethical principles, professional and ethical responsibility; information on the standards used in engineering applications. | |
10) | Information on business practices such as project management, risk management and change management; awareness of entrepreneurship and innovation; information about sustainable development. | |
11) | Knowledge of the effects of computer engineering practices on health, environment and safety in the universal and social scale and the problems of the era reflected in computer engineering; awareness of the legal consequences of computer engineering solutions. |
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 | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 14 | 0 | 0 | ||||
Homework Assignments | 1 | 0 | 0 | ||||
Midterms | 3 | 0 | 0 | ||||
Final | 3 | 0 | 0 | ||||
Total Workload | 0 |