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 |
COP4431 | Abdi İbrahim Special Topics in Project 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 : | |
Recommended Optional Program Components: | None |
Course Objectives: | This course focuses on the Project Management (PM) proccesses and key PM knowledge areas. The students develop the ability to manage the progressive maturity model of a project life-cycle independently from any industry. |
The students who have succeeded in this course; The learner will be able to; 1. define different project management methodologies and techniques 2. justify if an idea is a commercial/ strategic opportunity and convert the idea into an official business case document 3. classify projects with multiple parameters and will be able to bring different approaches according to project categories 4. develop a commercial look on contracting processes 5. apply different risk management techniques 6. apply different communication, negotiation and conflict management techniques 7. criticise ideas and lessons learned from real project managers' experiences 8. define Agile Project Management Methodology |
This course on Project Management focuses on Project Management Methodologies, Idea Management, and Project Classification and Prioritization for finding the right PM Tools. Contracting, Risk Management, Project Communication, Schedule Optimization, and Agile/ Scrum Methodology are other topics covered. |
Week | Subject | Related Preparation |
1) | Introduction to Project Management | |
2) | Project Management Methodologies | |
3) | Idea Management | |
4) | Project Classification and Prioritization | |
5) | Finding the right PM Tool | |
6) | Contracting | |
7) | Review of PM Concepts, MidTerm | |
8) | Risk Management | |
9) | Advanced Project Communication | |
10) | Time Schedule Optimization | |
11) | Failure Stories and Lessons Learned | |
12) | Applied Agile/ Scrum Methodology | |
13) | Student Project Presentations | |
14) | student Project Presentations |
Course Notes / Textbooks: | The ISPE Good Practice Guide: Project Management for Pharmaceutical Industry. J. Angelastro, D. Barlow, J. H. Butler, N. C. Davies, S. Errico, R. Gunderlock, J. Honey, L. Hura, S. Kelly, D. Koncak, K. Lamson, P. Loxley, C. McCann, K. O’Donnell, J. Phelan, R. H. Scherzer, W. Shelden, G. Spanel, M. Stefanowicz, M. Theobald, I. Thorne, 2011. |
References: | A Guide To The Project Management Body of Knowledge. PMI (Project Management Institute), 2013. Birleşik Standartlar Sözlüğü. PROJE YÖNETİM MESLEGİ İLKELERi TEKNİKLERİ VE ROTASI DERNEGİ (PMİ TR), 2009. |
Semester Requirements | Number of Activities | Level of Contribution |
Project | 1 | % 30 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 3 | 42 |
Project | 1 | 50 | 50 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
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. |