| 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 |
| ENM4103 | Technology and Innovation Management | Spring | 3 | 0 | 3 | 6 |
| 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. ÇAĞLAR SİVRİ |
| Recommended Optional Program Components: | None |
| Course Objectives: | This course focuses on the main subjects in the strategic management of technological innovations. The aim of the course is leading students to understand (i) the importance, nature and impacts of technological innovations (ii) the link between technological innovation strategy and general business strategy (iii) to be informed about the theories and practice of technology innovation management. In this course, the aim is not only to understand the theories of technological innovations but also to discuss the practice of technological innovation. Therefore case studies are important; most of the theoretical parts are followed by case studies. These cases are examples from real world; it is important to read, think about and discuss these examples in the classroom. |
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The students who have succeeded in this course; After completing this course students will be able to: I. Distinguish the basic concepts, theories, methodologies and applications of the Technology and Innovation Management profession, II. Understand and implement theories to analyze past and present issues of the profession, III. To be able to provide the formation and management of technological and innovative activities in Companies IV. Describe and apply the conceptual framework of entrepreneurship, its approaches and cultures V. Develop an awareness of the scope and complexity technological innovations and issues in management of technology. VI. Explain some main concepts such as types of innovation, open innovation, product life cycle; technology life cycle; dominant design; path dependency. VII. Understand the process of creating technological innovations VIII. Be familiar with technological innovation strategy formulation and implementation IX. Develop a strategic business thinking towards the use of technology in various sectors. X. Understand the tools and methods used in management of technology. Some of these tools are integrated into case analyses. |
| In this course, first the nature of technological innovations, sources of innovations and the impacts of innovations at firm level will be discussed. Secondly, the evolution of technologies, stages of technological innovations, emergence of dominant design will be reviewed. After that we will focus on firm and firm strategy to develop technological innovations. In that part we will discuss the internal and external capabilities and resources of firms and the role of external linkages to create technological innovations. We will also review some other processes which are directly related to the innovation performance of firms such as managing creativity, R&D management, choosing innovation projects, protecting innovations. Sustainability in Technology and Innovation management and the United Nations Sustainable Development Goals will also be discussed together..Finally we will focus on creating value through technological innovations and the commercialization of innovations . |
| Week | Subject | Related Preparation |
| 1) | Introduction to Syllabus & Course | None |
| 2) | Introduction to Management of Technology and Innovation | Text book Chapters 2 and 3. |
| 3) | Ar-Ge Proje Pazarı Etkinlikleri için Dönem Projeleri ve Hazırlık Belgeleri | Project examples and draft documents |
| 4) | Teknoloji ve İnovasyon Yönetimi: Genel Bakış | Text book Chapter 4 |
| 5) | Innovation and Creativity | Text book Chapter 5 |
| 6) | Social Responsibility and Management of Technology and Innovation | Instructor's notes |
| 7) | Internal Innovation: Implementation | Text book Chapter 7-8 Instructor's notes |
| 8) | Midterm exam | Preparation for midterm exam |
| 9) | Innovation: Evaluation and Control | Text book Chapters 5 and 9. |
| 10) | Managing Platforms and Portfolios of Technology | Instructor's notes |
| 10) | Managing creativity | Instructor's notes |
| 11) | Case study: SolarMove:Powering Sustainable Mobility through Innovation Focus: Linking technological innovation strategies with the UN Sustainable Development Goals (SDGs) | In this in-class case study, students work collaboratively to design a technology-driven innovation that addresses selected United Nations Sustainable Development Goals (SDGs) within the context of renewable energy and sustainable mobility. Using frameworks from Technology and Innovation Management, teams analyze challenges faced by a hypothetical company, SolarMove, and propose an innovative product, service, or business model concept. Conducted through Microsoft Teams or similar collaboration tools, this exercise enhances students’ ability to apply technological innovation strategies to real-world sustainability challenges while fostering creativity, systems thinking, and teamwork. |
| 12) | Term project presentations by Students | Students Presentations |
| 13) | Term project presentations by Students | Students Presentations |
| 14) | Term project presentations by Students | Students Presentations |
| 15) | Overview of the Semester | Review of course notes |
| Course Notes / Textbooks: | • White and Bruton (2011), The Management of Technology and Innovation: A Strategic Approach • Trott, P. (2013) Innovation Management & New product development 5ed., Pearson |
| References: | • Case study and its handouts which will be distributed in a week within semetser. • White and Bruton (2011), The Management of Technology and Innovation: A Strategic Approach • Trott, P. (2013) Innovation Management & New product development 5ed., Pearson |
| Semester Requirements | Number of Activities | Level of Contribution |
| Homework Assignments | 4 | % 10 |
| Presentation | 1 | % 5 |
| Project | 1 | % 15 |
| Midterms | 1 | % 30 |
| Final | 1 | % 40 |
| Total | % 100 | |
| PERCENTAGE OF SEMESTER WORK | % 45 | |
| PERCENTAGE OF FINAL WORK | % 55 | |
| Total | % 100 | |
| Activities | Number of Activities | Duration (Hours) | Workload |
| Course Hours | 14 | 3 | 42 |
| Study Hours Out of Class | 11 | 2 | 22 |
| Presentations / Seminar | 1 | 5 | 5 |
| Project | 1 | 20 | 20 |
| Homework Assignments | 4 | 8 | 32 |
| Midterms | 1 | 12 | 12 |
| Final | 1 | 12 | 12 |
| Total Workload | 145 | ||
| 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. |