GEP1809 Strategic Roadmaps and InnovationBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GEP1809 Strategic Roadmaps and Innovation Fall 3 0 3 4
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: Turkish
Type of course: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Assist. Prof. AHMET NACİ ÜNAL
Course Lecturer(s): Assist. Prof. AHMET NACİ ÜNAL
Recommended Optional Program Components: Yok
Course Objectives: •This course is an introduction of the concepts of strategy, strategic management and roadmaps. The definitions and the techniques of strategy, strategic management and roadmaps will be discussed with simple applications.

Learning Outcomes

The students who have succeeded in this course;
•Understanding the Concepts of Strategy, Strategic Management and Roadmaps
•Learning the Three Steps of Strategic Management
•Recognizing The Types of Strategic Thinking
•Preparing and Presenting Strategic Roadmaps

Course Content

Strategy, Strategic Management and Strategic Roadmaps

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Strategy T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, First 15 pages
2) Three Steps of Strategic Management T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011. Pages16-21
3) Competitive Intelligence and Self Evaluation T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 22-31
4) Analysis of External Environment T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 22-31 T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 32-33
5) Strategic Future and Scenarios T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları,2011, Pages 34-37
6) Direction and Objectives T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 39-43
7) Strategic Alternatives T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 44-53
8) Preparing Roadmaps from Strategic Alternatives T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 56-63
9) Business Plan and Feasibility T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 64-65
10) Apllication of Strategy T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 68-69
11) Strategic Preparation T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, 70-71 ve 82-95 sayfalar
12) Action and Problem Solving T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 72-77
13) Evaluation of the Results T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011, Pages 78-79
14) Concluding Remarks & General Review of Roadmaps
15) Final Exam
16) Final Exam

Sources

Course Notes / Textbooks: T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011.

T. Çiftçi, Stratejik Yönetim Cep Kitabı, İSO Yayınları, 2011.
References: T. Çiftçi vd. Yeni İş Geliştirme, İSO Yayınları, 2004.

T. Çiftçi, Üç Adımda Stratejik Yönetim, İSO Yayınları, 2010.

A. Sungur vd. Sanayide Özdeğerlendirme, İSO Yayınları, 2011.

U. Tiryakioğlu vd. Yeni Ürün ve Tesis Yatırımlarında Fizibilite, İSO Yayınları, 2011.

M.Porter, Rekabet Stratejisi, Sistem Yayıncılık, 2000.

P.Schwarts, The Art of Long View, Doubleday Currency 1996.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 20
Homework Assignments 1 % 20
Presentation 1 % 10
Midterms 1 % 10
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 1 14
Presentations / Seminar 1 10 10
Homework Assignments 14 1 14
Midterms 1 10 10
Final 1 10 10
Total Workload 100

Contribution of Learning Outcomes to Programme Outcomes

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.