Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
|
|
|
|
| Knowledge
(Described as Theoritical and/or Factual Knowledge.)
|
1) Students can recognize the historical development of video games in general terms.
|
2) Students can identify the reasons behind the success of certain games and breaking points from game history.
|
| Skills
(Describe as Cognitive and/or Practical Skills.)
|
1) Students can discuss the development of video games in relation to available technologies, cultural background and various media.
|
2) Students can begin developing the skills for analyzing and evaluating game design.
|
3) Students can make use of their knowledge of the basic concepts (from the field of game studies) in their own creative processes.
|
| Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
|
1) Students can acquire learning competence by taking notes during lectures and doing individual research afterwards.
|
| Week |
Subject |
Materials Sharing * |
|
Related Preparation |
Further Study |
| 1) |
Introduction to the course. An overview of video game history. |
|
|
| 2) |
The origins of play vs. game. |
|
|
| 3) |
The emergence of video games and their precursors. |
|
|
| 4) |
Pong and its legacy I - The emergence of game consoles. |
|
|
| 5) |
Pong and its legacy II - Pong clones at the arcade. |
|
|
| 6) |
The golden age of the arcade. |
|
|
| 7) |
The rise of computer games. |
|
|
| 8) |
Mid-term exams. |
|
|
| 9) |
Game aesthetics and evaluation criteria. |
|
|
| 10) |
The crash and rebirth of the video game industry. |
|
|
| 11) |
Gaming in the 90s. |
|
|
| 12) |
Gaming in the 2000s. |
|
|
| 13) |
Game culture today. |
|
|
| 14) |
Gaming in Turkey. |
|
|
| 15) |
Finals. |
|
|
| Course Notes / Textbooks: |
Video Game Explosion: A History from Pong to Playstation. Ed. Mark J.P. Wolf. Westport: Greenwood Press.
Sakallıoğlu, B., Erol, V. ve Akgün, B. T. “Oyun Nedir ve Oyun Türlerinin Tanımlanmasında
Sosyal Oyunların Yeri.” Akademik Bilişim’ 14 - XVI. Akademik Bilişim Konferansı Bildirileri.
Hansen, D. Game on!: Video game history from Pong and Pac-man to Mario, Minecraft, and more. New York: Feiwel & Friends.
Amos, E. The Game Console: A photographic history from Atari to Xbox. San Francisco, CA: William Pollock.
|
| References: |
World Video Game Hall of Fame. A History of Video Games in 64 Objects. Dey Street Books.
Kent, S. L. The Ultimate History of Video Games: From Pong to Pokémon. New York: Three Rivers Press.
Dönem boyunca gerekli görülen ekstra okumalar öğrencilerle paylaşılacaktır.
Extra readings will be provided throughout the semester when necessary.
|
| |
Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
| 1) |
Can explain the fundamental concepts, theories, and models of public relations and advertising. |
|
| 2) |
Can define ethical rules, legal regulations, and professional standards in the field of public relations, communication and advertising. |
|
| 3) |
Can analyze the social, cultural, economic, and political contexts of public relations, media and advertising. |
|
| 4) |
Can develop public relations and advertising campaigns through target audience analysis. |
|
| 5) |
Can create innovative communication solutions using traditional and digital media tools. |
|
| 6) |
Can evaluate public relations and advertising strategies by conducting effectiveness analysis. |
|
| 7) |
Can take responsibility in public relations and advertising projects both individually and in team settings. |
|
| 8) |
Can utilize leadership and decision-making skills when determining public relations and advertising strategies. |
|
| 9) |
Can follow new trends and technological developments in public relations and advertising. |
|
| 10) |
Can generate knowledge in the field of public relations and advertising by using research and analytical skills. |
|
| 11) |
Can act in accordance with ethical and social responsibility principles in public relations and advertising. |
|
| 12) |
Can plan and implement crisis management, reputation management, and brand management processes. |
|
| 13) |
Can establish effective verbal and written communication in public relations and advertising processes. |
|
| 14) |
Can develop professional relationships in multicultural and global communication contexts. |
|
| 15) |
Can develop digital strategies in public relations and advertising using new media tools. |
|
| WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
| Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Course |
14 |
3 |
42 |
| Laboratory |
0 |
0 |
0 |
| Application |
0 |
0 |
0 |
| Special Course Internship (Work Placement) |
0 |
0 |
0 |
| Field Work |
0 |
0 |
0 |
| Study Hours Out of Class |
14 |
3 |
42 |
| Presentations / Seminar |
2 |
15 |
30 |
| Project |
0 |
0 |
0 |
| Homework Assignments |
3 |
10 |
30 |
| Total Workload of Teaching & Learning Activities |
- |
- |
144 |
| WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
| Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Quizzes |
1 |
1 |
1 |
| Midterms |
1 |
2 |
2 |
| Semester Final Exam |
1 |
2 |
2 |
| Total Workload of Assesment & Evaluation Activities |
- |
- |
5 |
| TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
149 |
| ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
6 |