IST2014 Retailing ManagementBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
IST2014 Retailing Management Spring 1 2 2 3
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: Turkish
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Instructor HACER HANDAN DEMİR
Recommended Optional Program Components: There is none for this lesson.
Course Objectives: To obtain basic information about retailing management. To form a relationship between retailing marketing and other functions of a business such as human resources, finance and purchasing. Discuss the marketing mix elements in terms of retailing sector. Analyzing special concepts of retailing sector such as location choice and store atmosphere. Teaching the internet retailing in terms of multi channel retailing. To emphasize on the close relationship between retailing and technology in terms of internet retailing, customer relations management and supply chain management.

Learning Outcomes

The students who have succeeded in this course;
To understand the required efficient in strategies in retailing management.
To understand how to benefit resources and technologies used in retailing management
To understand the analysis of store location choices, pricing, sales and product
Developing information about current retailing management subjects in strategic level
To understand the retailing in terms of performing key activities and relations
To give academical support to the points mention above by application retailing theory and research

Course Content

1-Introduction to The Retailing Management
2-Classifying and Different Types of Retailing Organizations
3-Identifying Features of Retailing Organizations
4-Obtaining Information about Store Designs of Retailing Organizations
5-Choosing Locations
6-Product Diversification and Planning Process
7-Product Diversification and Planning Process
8-Midterm
9-Identifying Retailing Purchasing Systems
10-Human Resources Management in Retailing
11-Contribution on Choosing the Pricing Method in Retailing Organizations
12-Consumer Purchasing Behavior and Retailing
13-Financial Strategy on Retailing Organizations
14-Customer Relationship Management

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to The Retailing Management
2) Classifying and Different Types of Retailing Organizations
3) Identifying Features of Retailing Organizations
4) Obtaining Information about Store Designs of Retailing Organizations
5) Choosing Locations
6) Structuring Categorization Management
7) Product Diversification and Planning Process
8) MIDTERM EXAM
9) Identifying Retailing Purchasing Systems
10) Human Resources Management in Retailing
11) Contribution on Choosing the Pricing Method in Retailing Organizations
12) Consumer Purchasing Behavior and Retailing
13) Financial Strategy on Retailing Organizations
14) Customer Relationship Management

Sources

Course Notes / Textbooks: Perakende Yönetiminin Temelleri, Nobel Yayın, 3. Baskı,
Aydın, Kenan, 2010. ISBN:6051335131
Retailing Management, 8.Edition, Levy, Michael; Weitz, Barton A. 2012.
Perakende PazarlamaYönetimi
Yayıncı: Kendi Yayını 10
Ömer Baybars Tek ,Fatma Demirci Orel
2008 ISBN:9789944579100
References: Bulunmamaktadır. There is none.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Presentation 1 % 10
Midterms 1 % 30
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 1 14
Midterms 1 10 10
Final 1 10 10
Total Workload 76

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) 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.