DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
EDT5015 | Technology Management in Organizations | Fall Spring |
3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi YAVUZ SAMUR |
Recommended Optional Program Components: | None |
Course Objectives: | To purpose of this course is to provide educators with both the theoretical and the practical competencies for planning, implementing and managing technology in educational organizations. |
The students who have succeeded in this course; o Define basic concepts related to technology planning and management, o Explain models related to technology planning and management, o Analyze factors of effective to technology management in organizations, o Evaluate process of technology planning and management in various organizations. |
Basic concepts, models and strategies related to planning and management of technology in organizations. Technology integration models and technology acceptance model. Critical factors and innovations in technology management. Selecting and using technology in organizations; multimedia, the Internet, distance learning, web 2.0. Competencies of leaders, technology coordinators and educator for technology transfer, adaptation and management. Planning, developing and evaluating technology applications in organizations: hardware, software, staff development, facilities, and finances. Examining related case studies. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Basic concepts related to planning and management of technology in organizations. | |
3) | Models and strategies related to planning and management of technology in organizations. | |
4) | Technology integration models | |
5) | Technology acceptance model | |
6) | Technology competencies for educators | |
7) | Selecting and using technology: New technologies | |
8) | Selecting and using technology: New technologies | |
9) | Planning, developing and evaluating technology applications in organizations | |
10) | Planning, developing and evaluating technology applications in organizations | |
11) | Planning, developing and evaluating technology applications in organizations | |
12) | Examining related case studies. | |
13) | Examining related case studies. | |
14) | Examining related case studies. |
Course Notes / Textbooks: | Anthony G. Picciano, A.G. (2010). Educational Leadership and Planning for Technology (5th Edition), USA: Prentice Hall |
References: | Law, N., Yuen, A. & Fox, R. (2011). Educational Innovations Beyond Technology: Nurturing Leadership and Establishing Learning Organizations. USA: Springer. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Field Work | 1 | % 20 |
Homework Assignments | 2 | % 10 |
Presentation | 2 | % 10 |
Project | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Field Work | 1 | 40 | 40 |
Presentations / Seminar | 2 | 12 | 24 |
Project | 1 | 60 | 60 |
Homework Assignments | 2 | 12 | 24 |
Total Workload | 190 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |