| 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 |
| LOG4436 | Inventory and Warehouse 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 : | Prof. Dr. YAVUZ GÜNALAY |
| Recommended Optional Program Components: | None |
| Course Objectives: | Students learn to analytically solve problems and make decision considering forecasting, inventory planning and service levels, profitability, product range, supply chain dynamics, facility location, distribution, and routing. |
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The students who have succeeded in this course; The course provides an integrated methodology for strategy based inventory and product management in supply chains. |
| Course introduction, Measures in logistics, ABCD analysis, Activity based costing, Du Pont -model, Turnover, Modeling in logistics, Trend adjustment: Holt’s method, Trend and seasonal variation adjustment: Winter’s model, optimizing the parameters for the above methods, Stochastic demand, Safety stocks, Single products with time-variable demand, dynamic programming, Wagner-Whitin method, Silver-Meal heuristics, Time supply, Lot- forlot, Least unit cost, Part-period balancing, Heuristics, Yield Management – stochastic demand, Bullwhip effect, Deterministic demand, Probabilistic demand, Arborescent system, Supply chain contracts, Distribution requirements planning, Multioperiod production planning, Repair crew planning. |
| Week | Subject | Related Preparation |
| 1) | Course introduction, Measures in logistics, ABCD analysis | |
| 2) | Activity based costing | |
| 3) | Du-Pont Model, Turnover, Modeling in Logistics | |
| 4) | Trend adjustment: Holt’s method, Trend and seasonal variation adjustment: Winter’s model, optimizing the parameters for the above methods | |
| 5) | Stochastic demand, Safety stocks, Single products with time-variable demand, dynamic programming | |
| 6) | Wagner-Whitin method, Silver-Meal heuristics, Time supply, Lot- forlot, Least unit cost, Part-period balancing, Heuristics | |
| 7) | Yield Management – stochastic demand | |
| 8) | Midterms Week | |
| 9) | Bullwhip effect, Deterministic demand, Probabilistic demand, Arborescent system, Supply chain contracts, Distribution requirements planning | |
| 10) | Multioperiod production planning, Repair crew planning | |
| 11) | Case Capacent - preparation | |
| 12) | Case Capacent feedback session | |
| 13) | Course Wrapup; Case Sport Obermeyer feedback session | |
| 14) | Finals Week |
| Course Notes / Textbooks: | Silver, Edward A. (1998) Inventory management and production planning and scheduling. ISBN 0-471-11947-4. |
| References: | Ders Notları - Lecture material and course reading package. |
| Semester Requirements | Number of Activities | Level of Contribution |
| Homework Assignments | 5 | % 30 |
| Midterms | 1 | % 30 |
| 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 |
| Study Hours Out of Class | 14 | 3 | 42 |
| Homework Assignments | 5 | 12 | 60 |
| Midterms | 1 | 2 | 2 |
| Final | 1 | 2 | 2 |
| Total Workload | 148 | ||
| 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. |