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 |
GEP0622 | Creative Thinking and Entrepreneurship | Fall | 3 | 0 | 3 | 5 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ŞAFAK ŞAHİN |
Course Lecturer(s): |
Assist. Prof. ŞAFAK ŞAHİN |
Course Objectives: | The goal of this course is to help you learn to perceive multiple possibilities when considering an issue rather than being limited to routine responses! The applied focus of this volume targets the synergistic process of developing creative problem-solving strategies especially for business models and entrepreneur ideas to stimulate higher levels of creativity. A presentation of theoretical approaches to the creative process is followed by concrete examples of how others have applied creative solutions to specific problems in small groups, organizations, small businesses and entrepreneurs. By this way the course will bring theory together with the practical giving much importance to the practical development and knowledge. The course will depend on the the effective interaction between the instructor and students. By the end of the course the students will be able to realize creative solutions to different business or marketing problems within the light of creative thinking strategies. |
The students who have succeeded in this course; I. This course provides an overview of the major theories and current issues in the field of creativity. II. Demonstrate specific techniques for enhancing their own creative abilities and communicate their ideas for new business models and entreprenues with confidence. III. An increased understanding of the creative person, the creative process and the techniques for enhancing creative functioning. IV. Identify their own creative strengths and weaknesses. |
What is Creativity and Innovation? Individual Creativity Idea Generation Techniques Developing the Right Environment for Creative Entrepreneurship Creativity and Innovation in Entrepreneurship Where Does Creativity Fit into the Business Problem Solving Process? Defining the Problem Creative Techniques for New Business Models Encouraging Creativity In A Team |
Week | Subject | Related Preparation |
1) | - Setting the groups and sharing the course process -What is creativity, creative idea and creative thinking? | |
2) | The four ways of creativity. Homework evaluation/case study analyses. | |
3) | Idea generation techniques 1 | |
4) | Idea generation techniques | |
5) | Creative thinking strategies for business models | |
6) | How to focus on new business: Learning new ways of seeing. | |
7) | Ideas, opportunities and innovation at entrepreneurship 1 | |
8) | Ideas, opportunities and innovation at entrepreneurship 2 - Midterm | |
9) | Creating ideas in practice. Homework evaluation/case study analyses. Recommended book evaluation. | |
10) | Project presentations | |
11) | Project presentations 2th and evaluation. | |
12) | Creating an innovative work environment. | |
13) | The ways, techniques and models of creative presentation of business models. | |
14) | General assessment |
Course Notes / Textbooks: | CRACKING CREATIVITY – Micheal Mihalko Innovation and Entrepreneurship - Peter F. Drucker |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Presentation | 2 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 3 | 3 | 9 |
Study Hours Out of Class | 4 | 3 | 12 |
Presentations / Seminar | 3 | 10 | 30 |
Homework Assignments | 1 | 3 | 3 |
Midterms | 1 | 10 | 10 |
Final | 1 | 15 | 15 |
Total Workload | 121 |
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. |