GAZI UNIVERSITY INFORMATION PACKAGE - 2019 ACADEMIC YEAR

COURSE DESCRIPTION
THEORETICAL GAME ANALYSIS/5321331
Course Title: THEORETICAL GAME ANALYSIS
Credits 3 ECTS 7.5
Semester 2 Compulsory/Elective Elective
COURSE INFO
 -- LANGUAGE OF INSTRUCTION
  Turkish
 -- NAME OF LECTURER(S)
  Dr. Yavuz İNAL
 -- WEB SITE(S) OF LECTURER(S)
  
 -- EMAIL(S) OF LECTURER(S)
  yavuz.inal@tubitak.gov.tr
 -- LEARNING OUTCOMES OF THE COURSE UNIT
To learn about the historical developments of computer games,
Obtaining information about the theoretical, social and cultural basics of the computer games,
Analyzing the computer games regarding the ideological, philosophical and violence,
Acquiring the knowledge to provide learning environments by the help of games.
Having technical knowledge for the design of computer games.




 -- MODE OF DELIVERY
  The mode of delivery of this course is Face to face.
 -- PREREQUISITES AND CO-REQUISITES
  There is no prerequisite or co-requisite for this course.
 -- RECOMMENDED OPTIONAL PROGRAMME COMPONENTS
  There is no recommended optional programme component for this course.
 --COURSE CONTENT
1. Week  Course description, presentation weeks and information about the projects,
2. Week  Historical developments of the games,
3. Week  Basic concepts of the games,
4. Week  The concept of culture in the games,
5. Week  Psychological factors and addictions in the games,
6. Week  Ideological and philosophical perspectives in the games,
7. Week  The Violence phenomenon in the games,
8. Week  Online games and social interactions,
9. Week  Learning with games,
10. Week  Human-Computer interactions in the games,
11. Week  Basic Principles of the game designing,
12. Week  Game design methods,
13. Week  The usability in the games.
14. Week  Gamification,
15. Week  Final Week (Final Exam),
16. Week  Final Week.
 -- RECOMMENDED OR REQUIRED READING
  Yilmaz, E., Cagiltay, K. (2005). History of Digital Games in Turkey. Authors & Digital Games Research association DIGRA. Overmars, M. (2012). A Brief History of Computer Games. Rabin, S. (2010). A Brief History of Video Games. Introduction to Game Development. Charles River Media Inc. Crawford, C. (2000).The Art of Computer Game Design. Washington State University. Juul, J. (2000). What Computer Games can and can’t do? Digital Arts and Culture conference, Bergen. Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA. And, M. (2012). Oyun ve Bügü. Csikszentmihalyi, M (1990). Flow: The Psychology of Optimal Experience. Harper Perennial, London. Malone, T. & Lepper (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. Inal, Y. & Kiraz, E. (2008). Bilgisayar Oyunları İdeoloji İçerir mi? Eğitsel ve Ticari Oyunlara Bakış. Türk Eğitim Bilimleri Dergisi, 8(3), 523-544. Squire, K. (2006). Games as Ideological World
 -- PLANNED LEARNING ACTIVITIES AND TEACHING METHODS
  Lecture, Question & Answer, Demonstration, Drill - Practise
 -- WORK PLACEMENT(S)
  -
 -- ASSESSMENT METHODS AND CRITERIA
 
Quantity
Percentage
 Mid-terms
0
0
 Assignment
1
26
 Exercises
1
40
 Projects
1
24
 Practice
0
0
 Quiz
0
0
 Contribution of In-term Studies to Overall Grade  
40
 Contribution of Final Examination to Overall Grade  
60
 -- WORKLOAD
 Efficiency  Total Week Count  Weekly Duration (in hour)  Total Workload in Semester
 Theoretical Study Hours of Course Per Week
14
3
42
 Practising Hours of Course Per Week
14
3
42
 Reading
0
 Searching in Internet and Library
14
3
42
 Designing and Applying Materials
0
 Preparing Reports
0
 Preparing Presentation
14
3
42
 Presentation
14
1
14
 Mid-Term and Studying for Mid-Term
0
 Final and Studying for Final
1
5
5
 Other
0
 TOTAL WORKLOAD: 
187
 TOTAL WORKLOAD / 25: 
7.48
 ECTS: 
7.5
 -- COURSE'S CONTRIBUTION TO PROGRAM
NO
PROGRAM LEARNING OUTCOMES
1
2
3
4
5
1in-depth study of one context (or of a range of contexts) relevant to the field of Information Systems (IS) and understanding of the field of ISX
2through the project you will develop a critical awareness of current problems and/or new insights, much of which is at, or informed by, the forefront of practice in ISX
3analyse information systems in a variety of contexts (social, organisational) using a range of appropriate approaches and methodologiesX
4understand and integrate concepts from a range of academic disciplines contributing to IS (including, but not limited to, IS strategy, organisation behaviour and systems thinking) and context domainsX
5critically evaluate the strengths and weaknesses of Information Systems methodologies and to be able to predict aspects that are likely to lead to failureX
6formulate and test arguments, identify weaknesses and counter arguments. Critically evaluate and reflect upon own workX
7articulate and demonstrate use of methods and concepts in practiceX
8demonstrate the ability think and work originally, to be able to exercise own judgement about the value of informationX
9develop solutions to problems and compare optionsX
10work independently, reflecting on your own actions and thoughts, and making effective use of constructive feedback, plan and schedule workX
11develop solutions to problems and compare optionsX
12solve problems by identifying and analysing issues to determine the optimal practical solutions to improve IS performanceX
13communicate effectively using written and graphical presentations as appropriate, producing detailed critiques and coherent project reportsX
14seek relevant information from appropriate sourcesX
15work independently, reflecting on your own actions and thoughts, and making effective use of constructive feedback, plan and schedule workX
16reflect on your own practice and evaluate practice within the field of IS from a sociotechnical perspectiveX
17Apply professional values and ethics relative to information systemsX