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 |
GEP0610 | Innovative Leadership | Fall | 3 | 0 | 3 | 5 |
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: | |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | This course is organized as an intensive seminar. Student participation and idea generation is central to the success of the semester. By the end of this semester, I expect the students to be able to: -Understand key theoretical concepts on decision theory and behavioral economics, -Identify social and psychological factors that shape leadership, and -Develop an understanding of social networks for leadership development. |
The students who have succeeded in this course; |
This course explores the interplay between social networks&leadership. This course begins with an exploration of the meaning of leadership& then examines the ways in which the social networksshape it. Particular attention is paid to the role that knowledge economy of the 21st century play in shaping new definitions of leadership. |
Week | Subject | Related Preparation |
1) | Introductions | |
2) | Decision Theory | Kahneman (Chapter 1-2) |
3) | Decision Theory | Kahneman (Chapter 3-4) |
4) | Behavioral Economics | Thaler&SunsteinChapter 1 and Chapter 2 Project Goal: Specify your leadership goal. |
5) | Behavioral Economics | Thaler&SunsteinChapter 3 and Chapter 4 Step 1 Due. |
6) | Leadership Development | Gladwell Chapter 1-2 |
7) | Leadership Development | Gladwell Chapter 3-4 |
8) | Leadershıp Development | Gladwell Chapter 5-6 |
9) | Leadership Development | Gladwell Chapter 7-9 |
10) | Social Networks | Gardner & Davis Chapters 1-2 |
11) | Social Networks | Gardner & Davis Chapters 3-4 |
12) | Social Networks | Gardner & Davis Chapter 5-6 |
13) | Presentations | 6 (10 min each) 10 min presentation |
14) | Presentations | 6 (10 min each) 10 min presentation |
Course Notes / Textbooks: | Thinking Fast and Slow Daniel Kahneman 2011-B00BR9XU96 Nudge: Improving Decisions about Health, Wealth, and Happiness Thaler&Sunstein-2009-014311526X Outliers: The Story of Success-Malcom Gladwell-2008-0141036257 The App Generation-Gardner & Davis 2013-0300196210 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
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. |