GEP0610 Innovative LeadershipBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

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.

Basic information

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.

Learning Outcomes

The students who have succeeded in this course;

Course Content

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.

Weekly Detailed Course Contents

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

Sources

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:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Total %
PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK %
Total %

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.