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 |
GEP0810 | Systems-Design Thinking and Management | Fall | 3 | 0 | 3 | 4 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ALPER CAMCI |
Course Lecturer(s): |
Assist. Prof. MEHMET DEĞİRMENCİ Dr. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | Attendants will be informed about; thinking process, method, methodology, holistic thinking, design thinking and designing purposfull systems. |
The students who have succeeded in this course; At the end of the course attendants will be informed about: -Thinking process -Problem formulation -How to answer why, how and what questions? -The concepts of feedback, chaos, and complexity -The difference between mindless and minded systems. -Design thinking. -Interactive planning -Decision support systems |
Thinking process, systems thinking,chaos and complexity, methodology,socio-cultural systems, iterative process of inquiry, design thinking, interactive planning,decision support systems |
Week | Subject | Related Preparation |
1) | Thinking process: dreaming, metaphor, inquaiy, paradigm, environment | Text |
2) | How to answer what, how and why questions. Reductionist and holistic approaches | Text |
3) | Systems thinking: definition of systems and the implications of definitions for real life problems | Text |
4) | Systems principals | Text |
5) | Theory of chaos and complexity | Text |
6) | Socio-cultural systems | Text |
7) | General review | Text |
8) | Midterm exam | |
9) | İterative holistic inquiry | Text |
10) | Design thinking | Text |
11) | Idealized design | Text |
12) | Interactive planning | Text |
13) | Case study | Text |
14) | Desicion support systems | Text |
Course Notes / Textbooks: | DEĞİRMENCİ, M.(2007) Amaçlı canlılar:yönetimde üçüncü nesil sistem düşüncesi, İstanbul, Hiperlink |
References: | CAPRA, F. (1996) Yaşamın örgüsü : zihin ve maddenin yeni bir örgüsü, (çev. B. KURYEL).İstanbul, Yapı Merkezi. MORGAN, G. (1997) Yönetim ve örgüt teorilerinde metafor, (çev.G. BULUT). İstanbul, MESS. ACKOFF, R.L. (1999) Re-Creating the corporation : a design of organizations for the 21st centuary. New York, Oxford University Press. GHARAJEDAGHI, J. (2011) Systems thinking : managing chaos and complexity: a platform for designing business architecture. Burlington, Morgan kaufmann. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Midterms | 1 | 24 | 24 |
Final | 1 | 30 | 30 |
Total Workload | 96 |
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. |