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 |
LOG4437 | Humanitarian Logistics | 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 |
Course Lecturer(s): |
Assist. Prof. LEVENT AKSOY |
Recommended Optional Program Components: | None present |
Course Objectives: | To discuss the importance and challenges of Humanitarian Logistics |
The students who have succeeded in this course; Social responsibility; importance of Logistics in Humanitarian Aid; use of mathematical models in social events |
This course provides an overview of humanitarian logistics by introducing the challenging context in which it takes place, the organizations typically involved, the products and services needed, and the operational approaches taken and challenges encountered in meeting the needs. Also operational challenges; funding issues; coordination and strengthening local capacity are discussed. |
Week | Subject | Related Preparation |
1) | Humanitarian Context and activities | |
2) | Accountability and performance measurement | |
3) | Sourcing & procurement | |
4) | Warehousing & materials management | |
5) | International Transport & use of 3PL in principle and practice | |
6) | DISTRIBUTION MECHANISMS IN PRINCIPLE AND PRACTICE | |
7) | COORDINATION AND ACCOUNTABILITY | |
8) | Midterm Exam | |
9) | Mini Cases and Project Definitions | |
10) | Math Programming Models | |
11) | Newspaper boy problem | |
12) | Transshipment Problem | |
13) | Project presentations | |
14) | General Review |
Course Notes / Textbooks: | Hocanın ders notları |
References: | Notes provided by the instructor |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 5 | % 10 |
Presentation | 1 | % 10 |
Project | 1 | % 30 |
Midterms | 1 | % 20 |
Final | 1 | % 30 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Project | 1 | 20 | 20 |
Midterms | 1 | 15 | 15 |
Final | 1 | 25 | 25 |
Total Workload | 102 |
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. |