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 |
ISM5212 | Quality Management | Spring | 3 | 0 | 3 | 12 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. AHMET BEŞKESE |
Course Lecturer(s): |
Assoc. Prof. AHMET BEŞKESE |
Recommended Optional Program Components: | N.A. |
Course Objectives: | The aim of the course is to provide the fundamentals of quality management including statistical quality control. The course covers causes of variation, statistical process control, control charts, quality control tools and techniques. The managerial and organizational aspects of quality, total quality management (TQM), quality awards, quality assurance systems, the IS0 certification process, six-sigma and the DMAIC process are also covered. Applications with statistical software packages are also utilized. |
The students who have succeeded in this course; I. Discuss quality, quality improvement and different dimensions of quality. II. Describe the quality management philosophies of Deming, Juran, Feigenbaum and Crosby. III. Discuss TQM, six-sigma, ISO standards and quality awards. IV. Explain the steps of DMAIC. V. Recognize the chance and assignable causes of variability in a process. VI. Use the basic process improvement tools of statistical process control. VII. Evaluate confidence intervals for one sample and for comparing two samples. VIII. Construct different types of control charts for variables. IX. Analyze process capability using control charts. X. Construct different types of control charts for attributes. |
The course covers acceptance sampling, types of sampling plans, causes of variation, statistical process control, control charts, quality control tools and techniques. The managerial and organizational aspects of quality, total quality management (TQM), quality awards, quality assurance systems, the IS0 certification process, six-sigma and the DMAIC process are also covered. |
Week | Subject | Related Preparation |
1) | Introduction to Quality: basic definitions and historical development of quality and quality improvement | |
2) | Relation between quality and productivity, quality costs, quality management philosophies | |
3) | Management Aspects of Quality: TQM, ISO, Six-sigma | |
4) | Management Aspects of Quality: DFSS, Lean, DMAIC process | |
5) | Tools and Techniques for Quality Control and Improvement | |
6) | Statistical Inference about Product and Process Quality | |
7) | Statistical Inference about Product and Process Quality | |
8) | Midterm | |
9) | Control Charts for Variables: Xbar-R, Xbar-S, I-MR control charts | |
10) | Control Charts for Variables: CUSUM, EWMA control charts | |
11) | Process Capability Analysis using Control Charts | |
12) | Control Charts for Attributes: p, np control charts | |
13) | Control Charts for Attributes: c, u control charts | |
14) | Project presentations |
Course Notes / Textbooks: | Douglas C. Montgomery, Cheryl L. Jennings, Michele E. Pfund, 2011. Managing, Controlling, and Improving Quality, John Wiley & Sons, 1st Edition |
References: | Douglas C. Montgomery, 2009. Statistical Quality Control: A Modern Introduction, John Wiley & Sons, 6th Edition |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 4 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 2 | 28 |
Presentations / Seminar | 1 | 10 | 10 |
Project | 1 | 40 | 40 |
Homework Assignments | 4 | 10 | 40 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 195 |
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. |