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 |
ENM2003 | Accounting for Engineers | 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 : | Assist. Prof. MEHMET EMİN YILDIZ |
Course Lecturer(s): |
Prof. Dr. YAMAN ÖMER ERZURUMLU |
Recommended Optional Program Components: | None |
Course Objectives: | 1) Introducing the fundamentals of accounting, 2) Providing information about the relation between the fundamentals of accounting, 3) Explaining how the accounting principles are related to analyzing a company’s financial structure, 4) Explaining the impact of different approaches of accounting methods on the company statements, 5) Providing knowledge of how a company would be analyzed based on the information obtained from financial statements, 6) Introduce students the difference between financial and accounting analysis, 7) Introduce the students to newly developed IFRS principles and their impacts on book keeping. |
The students who have succeeded in this course; I. Describe the fundamentals of accounting principles, II. Construct fundamental accounting statements, III. Forecast based on the accounting statements IV. Define and analyze alternative approaches in preparation of the accounting statements, V. Record business activities with respect to the rules of accounting, VI. Analyze the accounting statements in order to examine the financial structure of the company, VII. Compare how IFRS and US GAAP record for certain financial activities of a company, VIII. Compare and contrast different companies accounting statements with respect to the method used |
Basic Financial Statements, Accounting Cycle, Merchandising Activities, Financial Assets, Inventories and COGS, Plant and Intangible Assets, Liabilities, Stockholder’s Equity, Income and Changes in Retained Earnings, Major Issues in IFRS and US GAAP |
Week | Subject | Related Preparation |
1) | Basic Financial Statement | Read Chapter 1 |
1) | Accrual Accounting and Financial Statements | Read Chapter 4 |
2) | Accounting the language of business | Read Chapter 1 |
3) | Measuring Income to Access Performance | Read Chapter 2 |
4) | Recording Transactions | Read Chapter 3 |
5) | Accrual Accounting and Financial Statements | Read Chapter 4 |
6) | Statement of Cash Flow | Read Chapter 5 |
7) | Midterm | Study the first 5 chapters |
8) | Accounting for Sales | Read Chapter 6 |
9) | Inventories and COGS | Read Chapter 7 |
10) | Inventories and COGS | Read Chapter 7 |
11) | Long-lived Assets | Read Chapter 8 |
12) | Long-lived Assets | Read Chapter 8 |
13) | Liabilities and Interest | Read Chapter 9 |
14) | Stockholder’s Equity | Read Chapter 10 |
Course Notes / Textbooks: | Horngren etal, Principles of Accounting 2014, Pearson |
References: | Williams Haka Betner Principles of Accounting |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 19 |
Quizzes | 8 | % 8 |
Homework Assignments | 8 | % 19 |
Midterms | 1 | % 14 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 14 | 2 | 28 |
Study Hours Out of Class | 13 | 4 | 52 |
Homework Assignments | 8 | 4 | 32 |
Quizzes | 8 | 1 | 8 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 168 |
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. |