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 |
ENM2008 | Production and Operations Management | Spring | 3 | 2 | 4 | 7 |
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 : | Assoc. Prof. SAİT GÜL |
Course Lecturer(s): |
Assoc. Prof. ADNAN ÇORUM Prof. Dr. GÜL TEKİN TEMUR |
Recommended Optional Program Components: | None |
Course Objectives: | Production and operations management (POM) is the core discipline area that underpins the day-to-day running of any enterprise. This course in POM focuses on the interrelationships between systems, service and technical factors, product quality, capacity and productivity. Aim of the course is to show students how to create a competitive advantage through POM in the marketplace by conveying a set of skills and tools they can actually apply. |
The students who have succeeded in this course; After completing this course students will be able to: I. Have fundamental knowledge on production management which is required for design, solution, and interpretation of problems in management engineering area, II. Identify, define, and implement topics related to production systems, III. Comprehend various productivity definitions and understand calculation methods of productivity, IV. Grasp the meaning and application areas of supply chain management concepts and definitions, and V. Associate his/her personal knowledge and abilities with contemporary topics in production management. |
Production & Operations management (POM) is the core discipline area that underpins the day-to-day running of any enterprise. The course covers different production steps related to the design and management of production and service systems, strategy, quality, capacity, human resources, location selection and layout design, and maintenance management. Teaching Methods: Case Study, Technology-Enhanced Learning, Lecture, Problem Solving, |
Week | Subject | Related Preparation |
1) | Introduction to Operations Management and Productivity | |
2) | Operations Strategy in a Global Environment | |
3) | Forecasting - 1 | |
4) | Forecasting - 2 | |
5) | Design of Goods and Services & Process Strategy | |
6) | Capacity and Constraint Management | |
7) | Location Strategies | |
8) | Mid Term | |
9) | Layout Strategies | |
10) | Inventory Management - 1 | |
11) | Inventory Management - 1 | |
12) | Aggregate Planning | |
13) | Materials Requirement Planning & Enterprise Resources Planning | |
14) | Scheduling |
Course Notes / Textbooks: | Heizer, J., Render, B., Munson, C. (2009). Principles of Operations Management: Sustainability and Supply Chain Management, 10th Edition, Pearson, Essex, England. ISBN-10: 1-292-15301-6. |
References: | Stevenson, W.J. (2015). Operations Management, 12th Edition, Mc-Graw Hill, New York, USA. ISBN: 978-0-07-802410-8. Nahmias, S., Lennon Olsen, T. (2015). Production and Operations Analysis, 7th Edition, Waveland Press, Inc, Long Grove, Illinois, USA. ISBN: 1-4786-2306-3. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Paper Submission | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 5 | 70 |
Study Hours Out of Class | 14 | 2 | 28 |
Midterms | 1 | 10 | 10 |
Paper Submission | 1 | 50 | 50 |
Final | 1 | 20 | 20 |
Total Workload | 178 |
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. |