Course Objectives: |
The aim of this course is to make students comprehend the connections between society, economic structure, production-consumption relations and ecology in our age of global climate crisis and ecological crisis. |
Course Content: |
Ecology and environment, ecological movement and environmentalism, new social movements and ecological movement, environmental ethics, environmental policies in Turkey, environmental problems in cities and rural areas, nature in primitive, slave, feudal, capitalist and socialist societies, causes and consequences of global warming, sustainable life, social ecology. |
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:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Students gain comprehensive knowledge of how primitive, slave, feudal, capitalist and socialist societies socialize nature.
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2) Students establish the relationship between today's climate crisis, depletion of the ozone layer, air, water, soil pollution, and the destruction of biological diversity with the modern capitalist society. They can analyze advanced industrial societies focused on continuous production and consumption and economic growth starting from the industrial revolution.
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3) They recognize and discuss the theoretical approaches developed on environmental ethics. Understand the potential of these approaches to transform societies.
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4) They know the causes and consequences of global warming and understand what needs to be done for a sustainable life.
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) As an individual, they can calculate their own carbon footprint. They can question their families, businesses, and society about consumption habits and the damage to nature.
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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.)
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1) Learn about the politicization of the ecological movement and the rise of green parties. Non-governmental organizations, citizen initiatives, green parties can compare the environmental policies of states.
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
Ecology-environment, ecological movement-environmentalism definitions |
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2) |
Ecology and ethics |
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3) |
Ecology, society and politics: New social movements
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4) |
Ecology, society and politics: The Ecology Movement in Politics
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5) |
Environmental Policies in Turkey: Environmental History and Political Development in Turkey |
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6) |
Environmental Policies in Turkey: Environmental Policies of Political Parties in Turkey
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7) |
Deep Ecology-Shallow Ecology |
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8) |
Socialization of nature in primitive and slave societies |
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9) |
Socialization of nature in feudal, capitalist and socialist societies |
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10) |
Foundations of modern society |
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11) |
Industrial revolution and consumption in developed industrial societies |
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12) |
Causes and consequences of the global climate crisis |
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13) |
Sustainable life |
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14) |
Social ecology |
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Defines the concepts of computer science and design techniques required in Digital Game Design. |
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1.1 Defines game design principles, game mechanics, dynamics and episode design concepts. |
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1.2 Lists drawing and animation techniques in the context of discipline. |
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1.3 Interprets the historical and theoretical information about analog and digital games. |
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2) |
Creates digital games supported with current technology and designs in line with the determined goals. |
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2.1 Organizes the digital game design process by planning and analyzing the situation. |
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2.2 Manages the digital game design process using interdisciplinary components. |
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2.3 Compiles and dramatizes written and visual stories using various tools. |
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2.4 Adapts the aesthetic and algorithmic components of digital games. |
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2.5 Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms. |
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2.6 Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
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2.7 Constructs the game design and game elements by using them in non-game areas. |
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3) |
Designs artistic structure to support digital game design. |
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3.1 Analyzes the design elements in the game using the theoretical knowledge. |
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3.2 Uses freehand drawing and digital drawing techniques. |
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3.3 lans the game design with visual and audio dimensions. |
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4) |
Analyzes the structures, logical framework and mechanisms of analog and digital games. |
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4.1 Identifies the problems encountered in the game design process. |
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4.2 Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory. |
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4.3 Plans the delivery of the product to the target audience in the right way. |
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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. |
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5.1 Acquires the analyzing solving the problems and managing the conflicts. |
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5.2 Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary. |
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5.3 Has awareness for ethical and social responsivity. |
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5.4 By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way. |
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5.5 Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view. |
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5.6 Develops strategical, innovative and entrepreneurial ideas. |
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5.7 Acquires competence of managing the change. |
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5.8 Shows development personally and socially with and awareness for lifelong learning. |
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5.9 Follows advanced technologies and developments about digital transformation. |
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5.10 Has cultural awareness and s/he transfers this to the groups within and outside his/her field. |
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5.11 Has awareness about citizenship competency. |
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5.12 Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+). |
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WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
15 |
2 |
30 |
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 |
2 |
15 |
30 |
Presentations / Seminar |
0 |
0 |
0 |
Project |
0 |
0 |
0 |
Homework Assignments |
1 |
6 |
6 |
Total Workload of Teaching & Learning Activities |
- |
- |
66 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
2 |
2 |
4 |
Midterms |
1 |
1 |
1 |
Semester Final Exam |
1 |
1 |
1 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
6 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
72 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
3 |