UNI242 Basic Issues in SociologyIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: UNI242
Course Name: Basic Issues in Sociology
Semester: Fall
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: E-Learning
Course Coordinator: Dr. Öğr. Üy. SELEN YANMAZ
Course Lecturer(s): Dr. Öğr. Üyesi Selen Yanmaz
Course Assistants:

Course Objective and Content

Course Objectives: This course aims to bring out and nurture the students’ sociological imagination in understanding social issues. The sociological imagination intends to show them the relationship of their personal biography with the social structure, in the socio-historical context that they are living in. It suggests that the personal problems they deal on a daily basis have strong ties to the larger social issues and thus have causes and origins that also lie outside the individual.
One of the central aims of this course is to challenge the students to think more critically about social issues. It aims to teach them about social contruction in relation to socio- historical contexts and thus critically analyze social life.
Course Content: This course is an exploration of basic issues in sociology based on the current research and literature as well as fundemental social theories.It examines the linkages between social structures/institutions, culture and human experience. Students learn to follow major discussions around basic issues in sociology and critique popular discourses from a critical sociological perspective.

Learning Outcomes

The students who have succeeded in this course;
1) Students will have the ability to understand theories and theoretical perspectives in sociology and social sciences.
2) Students will gain the knowledge and skills to interpret social, economic and historical facts from a sociological perspective by rational thinking in social, economic and historical context.
3) Students can think critically when they evaluate the problems of sociology or other related fields, and can judge under a critical point of view theoretical and empirical studies conducted in those fields.
4) Students develop an interest in the problems of the modern societies and they can evaluate those problems within a wide perspective.
5) Students can apply their knowledge and research skills in interdisciplinary studies and can transfer those skills to other disciplines.

Course Flow Plan

Week Subject Related Preparation
1) Introduction
2) Sosyoloji Nedir? • Giddens et al. Chapter 1 – What is Sociology?
3) Sosyoloji Çalışmak • Giddens et al. Chapter 2 – Asking and Answering Sociological Questions • Thio, Alex and Jim D. Taylor. Social Problems. Sudbury, MA: Jones and Bartlett Learning 2012, “Introduction to Social Problems” Pages: 1-13 (available online at http://samples.jbpub.com/9780763793098/93098_CH01_Thio.pdf)
4) Socialization and Social Interaction • Giddens et al. Chapter 4 – Socialization and the Life Course (pg 91 – 107 and pg 110 to end of chapter) • Giddens et al. Chapter 5 – Social Interaction and Everyday life in the Age of the Internet (pg 121-133 and 136 to end of chapter)
5) Midterm
6) Culture, Class, and Consumption • Giddens et al. Chapter 3 – Culture and Society • Wright, Bradley. “Conspicuous consumption and your iPhone” (available online at http://www.everydaysociologyblog.com/2008/09/conspicuous-con.html) • Sternheimer, Karen. “Consuming Home” (available online at https://www.everydaysociologyblog.com/2015/07/consuming-home.html#more) • Giddens et al. Chapter 8 – Stratification, Class and Inequality (From beginning of chapter to pg 236)
7) Culture, Class, and Consumption Giddens et al. Chapter 3 – Culture and Society • Wright, Bradley. “Conspicuous consumption and your iPhone” (available online at http://www.everydaysociologyblog.com/2008/09/conspicuous-con.html) • Sternheimer, Karen. “Consuming Home” (available online at https://www.everydaysociologyblog.com/2015/07/consuming-home.html#more) Giddens et al. Chapter 8 – Stratification, Class and Inequality (From beginning of chapter to pg 236)
8) Gender • Giddens et al. Chapter 10 – Gender Inequality • Barber, Kristen. “The Well-Coiffed Man: Class, Race, and Heterosexual Masculinity in the Hair Salon” Gender&Society. 2008 22: 455 • Steinem, Gloria. “If Men Could Menstruate” in Ms. Magazine. 1978. (available online at http://www.haverford.edu/psych/ddavis/p109g/steinem.menstruate.html)
9) Gender • Giddens et al. Chapter 10 – Gender Inequality • Barber, Kristen. “The Well-Coiffed Man: Class, Race, and Heterosexual Masculinity in the Hair Salon” Gender&Society. 2008 22: 455 • Steinem, Gloria. “If Men Could Menstruate” in Ms. Magazine. 1978. (available online at http://www.haverford.edu/psych/ddavis/p109g/steinem.menstruate.html)
10) Race and Ethnicity Giddens et al. Chapter 11 – Race, Ethnicity, and Racism • Cole, Nicki Lisa. “What Is Racial Formation Theory?”. 2019. (available online at https://www.thoughtco.com/racial-formation-3026509)
11) Work, Economy, and Global Inequality • Giddens et al., Ch. 14 “Work and Economic Life” • Giddens et al., Ch. 9 “Global Inequality” • Giddens et al., Ch. 19 “Population, Urbanization and the Environment” (From “Population growth, Urbanization, and environmental Challenges” pg 674 to 681) • Giddens et al., Ch. 20 “Globalization in a Changing World” (From the beginning of the chapter, pg 689 to 705, From “Globalization and Inequality “ pg 711 to end of chapter) • Ghosh, Jayati. “150 years of 'Das Kapital': How relevant is Marx today?”. 2017. (available online at https://www.aljazeera.com/indepth/opinion/2017/08/150-years-das-kapital-relevant-marx-today-170817115417283.html) • Kaufman, Scott Eric “‘No one is making them stop’: Why corporations outsource catastrophe -and workers pay the price” (available online at http://www.salon.com/2015/07/06/no_one_is_making_them_stop_why_corporations_ outsource_catastrophe_and_workers_pay_the_price/)
12) Work, Economy, and Global Inequality • Giddens et al., Ch. 14 “Work and Economic Life” • Giddens et al., Ch. 9 “Global Inequality” • Giddens et al., Ch. 19 “Population, Urbanization and the Environment” (From “Population growth, Urbanization, and environmental Challenges” pg 674 to 681) • Giddens et al., Ch. 20 “Globalization in a Changing World” (From the beginning of the chapter, pg 689 to 705, From “Globalization and Inequality “ pg 711 to end of chapter) • Ghosh, Jayati. “150 years of 'Das Kapital': How relevant is Marx today?”. 2017. (available online at https://www.aljazeera.com/indepth/opinion/2017/08/150-years-das-kapital-relevant-marx-today-170817115417283.html) • Kaufman, Scott Eric “‘No one is making them stop’: Why corporations outsource catastrophe -and workers pay the price” (available online at http://www.salon.com/2015/07/06/no_one_is_making_them_stop_why_corporations_ outsource_catastrophe_and_workers_pay_the_price/)
13) Deviance, Social Control and Social Change • Giddens et al., Ch. 7 “Conformity, Deviance and Crime” • Jeffrey Reiman and Paul Leighton, The Rich Get Richer and the Poor Get Prison: Ideology, Class, and Criminal Justice, Ninth Edition. Boston: Pearson, 2010, “Introduction: Criminal Justice through the Looking Glass, or Winning by Losing” pg 20-27 • Essig, Kate. “Activism Or Slacktivism? How Social Media Hurts And Helps Student Activism” (available online at http://news.stlpublicradio.org/post/activism-or-slacktivism- how-social-media-hurts-and-helps-student-activism) • Castells, Manuel. “Opening: Networking Minds, Creating Meaning, Contesting Power” pp 1- 20 in Networks of Outrage and Hope: Social Movements in the Internet Age. 2012. Malden, MA: Polity Press.
14) Wrap up

Sources

Course Notes / Textbooks: Giddens, Anthony, Mitchell Duneier, Richard P. Appelbaum, Deborah Carr. 2018.
Introduction to Sociology (Seagull Eleventh Edition).
References: Lecturer's notes

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

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
Midterms 1 % 40
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 14 0 3 42
Study Hours Out of Class 12 4 48
Midterms 1 12 1 13
Final 1 21 1 22
Total Workload 125