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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213TATOZ-DOT0393 Game Storytelling and Script Writing 2 Fall 2 1 3 4
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı: RA MERAL DİDAR GÜZELKARA
Dersin Kategorisi: Field Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: It's aimed for a student who successfully completes this course to develop the idea of a story in a dramatic structure and to be able to compose and dramatize the digital play story using the stages of scenario writing.
Course Content: In this course, students are introduced to storytelling methods and narrative basics, script writing techniques. Storytelling techniques, the underpinnings, form and elements of a screenplay are emphasized, while techniques for embedding a story in a digital game help students write a story and screenplay for a digital game.

Course Specific Rules

None

Course Learning Outcomes (CLOs)

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) Knows script techniques, narrative components and analysis.
    2.1) Recognizes the rules that affect the scenario in the Digital Game.
  2) Question the topics used in digital game stories ethically.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Develops a story by researching themes and topics from different fields that can be digital game stories.
  2) Designs a story in the digital game field by applying story creation techniques.
  3) Constructs the characters in the story in contrasts and details.
  4) Dramatizes the animation story by using the language effectively.
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) Constructs the draft prepared for the story as written text.
  2) Combine the script written by the game.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Narration and an introduction to scenario an overview of digital game narration
2) Definition of the rules in the game, story, plot, narrative PPT
3) Creating the subject, the basics of the narrative PPT
4) An example of a formative approach in the scenario PPT
5) Creating meaning in the story: theme, topic, time PPT
6) Creating meaning in the story: perspective PPT
7) Creating meaning in the story: space, character PPT
8) Mid-term exam
9) Creating meaning in the story: plot, conflict / contradiction, knot / solution, background / atmosphere PPT
10) Creating meaning in a story: fiction, style PPT
11) The format of the scenario is digital game / classic scenario format and adaptation PPT
12) Scenario techniques, main features of scenes and sequences, dramatization PPT
13) Elements of the story, the digital game narrative structure PPT
14) Combining the story with the game, connecting the player to the game, scenario and dialogue PPT
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: -Bateman, Chris. 2007. Game Writing: Narrative Skills For Videogames. Boston, Massachusetts: Charles River Media
-Despain, Wendy. 2008. Professional Techniques for Video Game Writing. Wellesley, Massachusetts: A K Peters, Ltd.
References: -Chion, Michael. 2003. Bir Senaryo Yazmak. Çev. Nedret Tanyolaç Öztokat. İstanbul: Agora Kitaplığı
-Field, Syd. 2006. Senaryo: Senaryo Yazımının Temelleri. Çev. Şerif Erol. İstanbul: Alfa Yayınları
-McKee, Robert. 2007. Story: Senaryo Yazımının Özü, Yapısı, Tarzı ve İlkeleri.Çev. Nuray Yılmaz, Ertan Yılmaz, Fatih Kınalı. İstanbul: Plato Film Yayınları
-Vogler, Christopher. 2009. Yazarın Yolculuğu, Senaryo ve Öykü Yazımının Sırları. Çev. Kenan Şahin. İstanbul: Okyanus Yayınları
-Ramsden, Ashley, Hollingsworth, Sue. 2020. Hikaye Anlatma Sanatı. Çev. Ali Bucak. İstanbul: İletişim Yayınları.
-Alkan, Selçuk. 2019. Yazma Sanatı ve Yazma Teknikleri. İstanbul: Mevsimler Kitap.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3
CLO4
CLO5
CLO6
CLO7
CLO8
CLO9

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Defines the concepts of computer science and design techniques required in Digital Game Design. 3
2) Creates digital games supported with current technology and designs in line with the determined goals. 3
3) Designs artistic structure to support digital game design. 4
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 2
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 3

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3 CLO4 CLO5 CLO6 CLO7 CLO8 CLO9
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Project 2 % 30.00
Midterms 1 % 20.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

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 2 10 20
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 1 10 10
Homework Assignments 1 6 6
Total Workload of Teaching & Learning Activities - - 78
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 4 8
Midterms 1 2 2
Semester Final Exam 1 2 2
Total Workload of Assesment & Evaluation Activities - - 12
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 90
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 4