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 |
BA4005 | Global Economics | Fall Spring |
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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. ÜMİT EROL |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims to understand macro economic imbalances at the global level, discuss their consequences on the global economy and main national economies. |
The students who have succeeded in this course; The students who succeeded in this course will acquire a solid understanding of following concepts: 1) Understand macro economic imbalances at the global level, discuss their consequences on the global economy and main national economies (USA, China…) 2) Analyze the emergence of the debt crises in UE and discuss proposed solutions 3) Understand the theoretical premises of a monetary union and discuss these premises within the context of EMU 4) Understand the climate debate, analyzing contradictory positions among nations and evaluate the argumentations from a economic rationality 5) Analyze long run dynamics of energy supply and demand and discuss their economic and political consequences |
Macroeconomic Imbalances in the World Economy(High Savings versus Low Savings) Deficiencies of the International Monetary System Debt Crisis in the European Union Sustainability of European Monetary Union and its Future Inflation and Its Consequences Energy Prices in the Long Run and its Consequences on World Economy and Politics |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Era of World Wars and Closing in: First half of the 20th Century | |
3) | Industrial Revolution and Free Trade: 19th Century | |
4) | Late Industrializations and the Emergence of the New Word Economy | |
5) | An unbalanced world trade growth and Macroeconomic Imbalances | |
6) | An unbalanced world trade growth and Macroeconomic Imbalances | |
7) | Need of a Stable International Monetary System | |
8) | Midterm | |
9) | Construction of Europe: Hopes and Disappointments | |
10) | Pressures on Resources, particularly on fossil energy | |
11) | Growing population and food scarcity | |
12) | Growing population and food scarcity | |
13) | Aging Populations and Populations in Transition | |
14) | Aging Populations and Populations in Transition |
Course Notes / Textbooks: | Economics and the Global Environment; Charles S. Pearson / Cambridge University Press. |
References: | Various handouts |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 20 |
Midterms | 1 | % 40 |
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 | 42 |
Homework Assignments | 12 | 37 |
Midterms | 1 | 7 |
Final | 1 | 10 |
Total Workload | 138 |
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. |