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 |
ENM4104 | Organizational Behavior for Engineers | 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 : | Assist. Prof. CİHANGİR GÜMÜŞTAŞ |
Recommended Optional Program Components: | N/A |
Course Objectives: | This course covers the foundation for the study and application of behaviour in organisations. The goal for the course for participants is to be aware of organisational behaviour and its importance for organisational performance; and developing students' managerial skills. Attention is given to the three levels of organisational behaviour: individual, groups and organisations. |
The students who have succeeded in this course; After completing this course students will be able to: I- Have knowledge about basic organizational behavior concepts. II-Identify and compare the effects of individual, group and organizational factors on productivity and employee attitudes. III- Understand how organizations work and why people behave as they do in work settings. IV- Learn the basic motivation theories and their application on workplace V-Understand effects of culture and leadership on organizations and employee behavior VI- Have knowledge about positive and negative effects of power and politics on organizational process. VII- Identify basic factors that affect group and team behavior. VIII- Learn how to manage inner organizational conflicts successfully |
During the course attention is given to the three levels of organisational behaviour: individual, groups and organisations. Topics that will be covered in the course for individual and group levels are individual behavior, personality and perceptions; motivation, decision making and creativity; ethics, workplace emotions and employee attitudes; team dynamics and communication. For the organizational level organizational leadership, change, culture, power and politics will be explained. |
Week | Subject | Related Preparation |
1) | Introduction to field of organizational behavior | N/A |
2) | Individual behavior, personality, values and learning | Tesxtbooks and presentations |
3) | Workplace emotions, attitudes and ethics | Textbooks and presentations |
4) | Motivation theories and Applied Motivation Practices | Text books and presentations |
5) | Motivation Theories & Applied Motivation Practices | Textbooks and presentations |
6) | Positive organisational behavior and Work-life balance | Textbooks and presentations |
7) | Decision-making, Perception and Creativity | Textbooks and presentations |
8) | Group Behavior, Team Dynamics and Communication | Textbooks and presentations |
9) | Organizational power and politics | Textbooks and presentations |
10) | Conflict and negotiation in the workplace | Textbooks and presentations |
11) | Leadership | Textbooks and presentations |
12) | Leadership | Textbooks and presentations |
13) | Organizational culture | Textbooks and presentations |
14) | General Review | N/A |
Course Notes / Textbooks: | 1. Organizational Behavior (2015) by Robbins & Judge, Prentice Hall. 2. Organizational Behavior (2015) by Steven L. McShane and Mary Ann Von Glinow, McGraw Hill 3. Organizational Behavior 12th ed. (2011), by Fred Luthans, McGraw Hill 4. Organizational Behavior, (2017) by Jason A. Colquitt, J. A. LePine, M. J. Wesson, McGraw Hill Education |
References: | Yok- N/A |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 7 | % 35 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 14 | 70 |
Quizzes | 11 | 21 |
Midterms | 6 | 15 |
Final | 1 | 3 |
Total Workload | 151 |
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. |