UNI249 FreewillIstinye 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: UNI249
Course Name: Freewill
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: E-Learning
Course Coordinator: Dr. Öğr. Üy. İBRAHİM EYLEM DOĞAN
Course Lecturer(s): İbrahim Eylem Doğan
Course Assistants:

Course Objective and Content

Course Objectives: This course aims to discover, explain, and discuss various philosophical arguments about the notion of free will both historically and thematically.
Course Content: The objective of this course is to provide students with an introductory knowledge about the fundamental philosophical questions on the concept of free will. An efficient and comprehensive philosophical study requires first of all a reflective thinking about the conceptual framework of the problem in question. In accordance with this principle, the course starts with an introductory session focusing on the concepts of will, free will and determinism. Then, following an historical order, it analyses the approaches of ten different thinkers under four modules, from Ancient Greek to twentieth century. On the grounds of our discussions throughout the semester, we will try to get an insight about several crucial philosophical issues that are closely linked to the concept of free will such as individual responsibility, the problem of evil, autonomy and possibility of morals, and philosophical foundations of law and justice.

Learning Outcomes

The students who have succeeded in this course;
1) Students will learn to read actively philosophical texts.
2) Students will become familiar with the discussions about some of the major philosophical issues throughout the history of philosophy.
3) Students will learn to reason creatively with precision.
4) Students will learn to think critically about major philosophical problems.
5) Students will develop a historical perspective on different disciplines of philosophy.

Course Flow Plan

Week Subject Related Preparation
1) Conceptual Framework: Will, Free Will and Determinism
2) Plato: Moral Determinism Selection from Plato, Gorgias, Phaedo, Phaedrus
3) Aristotle: Moral Knowledge and the Problem of Free Will Selection from Aristotle, The Nichomachean Ethics.
4) St Augustine: Free Will, the Reality of Evil, and Dependence on God Reading: Selection from St Augustine, On Free Choice of Will
5) St Thomas Aquinas: Reason, Will and Freedom of Decision Selection from St Thomas Aquinas, De Veritate
6) Catching up and Review for the Midterm Exam
7) Midterm Exam
8) Descartes: Infinite Freedom with Limited Power Selections from René Descartes, Meditations
9) Spinoza: Human Freedom in a Deterministic World Reading Material: Baruch Spinoza, Selections from The Ethics
10) Kant: Free Will and Practical Reason Selection from Immanuel Kant, Fundamental Principles of the Metaphysics of Ethics
11) Schopenhauer: Free Will and Determinism Reading: Selection from Arthur Schopenhauer, On the Freedom of the Will
12) Nietzsche: Mythology of Free Will and Genealogical Analysis of Human Decisions Selection from Friedrich Nietzsche, Beyond Good and Evil, Human, All Too Human.
13) Sartre: Condemned to be Free Reading: Selection from Jean Paul Sartre, Being and Nothingness
14) Catching up and Review for the Final Exam

Sources

Course Notes / Textbooks: - Aristotle, The Nichomahean Ethics
- Descartes René, Meditations
- Kant Immanuel, Groundwork of the Metaphysics of Morals
- Nietzsche Friedrich, Beyond Good and Evil
- Nietzsche Friedrich, Human, All Too Human
- Plato, Gorgias
- Plato, Phaedo
- Plato, Phaedrus
- Sartre Jean Paul, Being and Nothingness
- Schopenhauer Arthur, On the Freedom of the Will
- Spinoza Baruch, The Ethics
- St Augustine, On Free Choice of Will
- St Thomas Aquinas, De Veritate
References: - Aristotle, The Nichomahean Ethics
- Descartes René, Meditations
- Kant Immanuel, Groundwork of the Metaphysics of Morals
- Nietzsche Friedrich, Beyond Good and Evil
- Nietzsche Friedrich, Human, All Too Human
- Plato, Gorgias
- Plato, Phaedo
- Plato, Phaedrus
- Sartre Jean Paul, Being and Nothingness
- Schopenhauer Arthur, On the Freedom of the Will
- Spinoza Baruch, The Ethics
- St Augustine, On Free Choice of Will
- St Thomas Aquinas, De Veritate

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 13 4 3 91
Midterms 1 10 2 12
Final 1 15 3 18
Total Workload 121