Mathematics (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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Program Outcomes | |||||||||||
1) Have the knowledge of the scope, history, applications, problems, methods of mathematics and knowledge that will be beneficial to humanity as both scientific and intellectual discipline. | |||||||||||
2) Have the ability to establish a relationship between mathematics and other disciplines and develop mathematical models for interdisciplinary problems. | |||||||||||
3) Have the ability to define, formulate and analyze real life problems with statistical and mathematical techniques. | |||||||||||
4) Have the ability to think analytically and use the time effectively in the process of deduction. | |||||||||||
5) Have the ability to search the literature, understand and interpret scientific articles. | |||||||||||
6) Have the knowledge of basic software to be able to work in the related fields of computer science and have the ability to use information technologies at an advanced level of the European Computer Driving License. | |||||||||||
7) Have the ability to work efficiently in interdisciplinary teams. | |||||||||||
8) Have the ability to communicate effectively in oral and written form, write effective reports and comprehend the written reports, make effective presentations. | |||||||||||
9) Have the consciousness of professional and ethical responsibility and acting ethically; have the knowledge about academic standards. | |||||||||||
10) Have the ability to use a foreign language at least at B1 level in terms of European Language Portfolio criteria. | |||||||||||
11) Are aware of the necessity of lifelong learning; have the ability to access information, to follow developments in science and technology and to constantly renew themselves. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Have the knowledge of the scope, history, applications, problems, methods of mathematics and knowledge that will be beneficial to humanity as both scientific and intellectual discipline. | |
2) | Have the ability to establish a relationship between mathematics and other disciplines and develop mathematical models for interdisciplinary problems. | |
3) | Have the ability to define, formulate and analyze real life problems with statistical and mathematical techniques. | |
4) | Have the ability to think analytically and use the time effectively in the process of deduction. | |
5) | Have the ability to search the literature, understand and interpret scientific articles. | |
6) | Have the knowledge of basic software to be able to work in the related fields of computer science and have the ability to use information technologies at an advanced level of the European Computer Driving License. | |
7) | Have the ability to work efficiently in interdisciplinary teams. | |
8) | Have the ability to communicate effectively in oral and written form, write effective reports and comprehend the written reports, make effective presentations. | |
9) | Have the consciousness of professional and ethical responsibility and acting ethically; have the knowledge about academic standards. | |
10) | Have the ability to use a foreign language at least at B1 level in terms of European Language Portfolio criteria. | |
11) | Are aware of the necessity of lifelong learning; have the ability to access information, to follow developments in science and technology and to constantly renew themselves. |
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 |