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 |
TDS2011 | Office Management | Spring | 2 | 0 | 2 | 3 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
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 DİLEK ELMA |
Recommended Optional Program Components: | Archive |
Course Objectives: | This lesson aims to teach description of office, functions of offices. |
The students who have succeeded in this course; The students who pass this lesson; 1- Describe the concept of office and knows its functions. 2- Sort activity fields of offices. 3- Explain office workers. |
This lesson contains description of office, types of offices, the place of office in organisations. |
Week | Subject | Related Preparation |
1) | Concept of "Office" and Description of "Office" | |
2) | Functions of Offices | |
3) | Types of Office | |
4) | The place of Office in Organisations | |
5) | Activity Fields of Offices | |
6) | Change of Office Activities | |
7) | Transforming Conventional Offices into Modern Offices | |
8) | Office Workers | |
9) | Concept of "Management" | |
10) | Concept of "Office Management" | |
11) | Work Management in Offices | |
12) | Time management | |
13) | Office Design and Ergonomics | |
14) | General Review |
Course Notes / Textbooks: | Ders Notları Haftalık Verilecektir. / Course Notes Will Be Delivered Weakly. |
References: | Melih Topaloğlu, Hakan Koç, Büro Yönetimi |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 10 |
Homework Assignments | 1 | % 10 |
Midterms | 1 | % 20 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Study Hours Out of Class | 14 | 2 | 28 |
Homework Assignments | 3 | 5 | 15 |
Quizzes | 1 | 1 | 1 |
Midterms | 1 | 1 | 1 |
Final | 1 | 2 | 2 |
Total Workload | 75 |
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. |