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 |
COP4430 | NOKIA Large Scale E2E Projects Implementation | 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 : | |
Course Lecturer(s): |
Assist. Prof. ADNAN ÇORUM Prof. Dr. NAFİZ ARICA |
Course Objectives: | Large scale projects are different in structure. This course main objective is the delivery of the know-how on design, implimantation, finans, follow up and legal issues of a large scale project. Any necessary application will be done telecom projects taken as an example. Lecturers will deliver the material blended with real world application experiences. Hence, the students will be exposed to the problems, solutions and processes of large scale project management in a E2E frame. This would be specially crucial in the sense that the legal, risk management and exit strategies of these projects show great difference than other smaller scale projects |
The students who have succeeded in this course; 1) will gain knowledge on E2E project concept 2) learn the differences between large and smaller scale projects 3) gain the insight to ask the appropriate question at the prelaunch stage 4) gain knowledge on the bid stage negotiations 5) get practical information on how to prepare a project contract from financial, legal, and procedural perspectives 6) learn the fundamentals of risk management and operational risk management 7) how the telecommunications sector large scale projects differ 8) get familiar with the procedures of roll-out, delivery, and support |
The course will start with presenting the strucutre, nature and history of telecommunicaitons sector. Following how large scale projects are structured based on the customers needs, how these needs could be understood would be covered. Later the proposal stage will be studied. Here, the legal, financial, risk management issues would be highlighted. At teh implimentation stage a telecommunication project will be taken as example. Sustainability of the whole process. The course will conclude with roll-out and delivery of the final project and folow up processes |
Week | Subject | Related Preparation |
1) | Introduction to telecom networks; The brief history & evolution of telecom industry from the early days till now | |
2) | Basics of mobile networks & systems; General knowledge about mobile networks & generic products | |
3) | Principles of Sales; What to sell, how to sell, solution creation | |
4) | Principles of Sales; Customer engagement, network design | |
5) | Bid Management; Sales support organization, tendering, pricing, deal assurance | |
6) | Contract Management; Risk order, early ramp-up, LoA (Limits of Authority) | |
7) | Contract Management; Finance and Controlling (Annual Planning) | |
8) | Mid Term | |
9) | Lab Visit; Test-bed, Product Portfolio | |
10) | Network Implementation Model of Delivery; Project ramp-up, start-up, resourcing, procurement | |
11) | Network Implementation; Project ramp-up, start-up, resourcing, procurement | |
12) | Delivery; Roll-out | |
13) | Delivery; Acceptance, quality, closure, handover to care | |
14) | Review & Closure |
Course Notes / Textbooks: | Dersi verecek tarafından notlar hazırlanarak ders öncesi dağıtılacaktır Will be prepared and distributed by the lecturer |
References: | The principles of project management / Williams, Meri / Site Point 2008 / ISBN-13: 978-0980285864 |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 4 | % 10 |
Project | 1 | % 25 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 13 | 2 | 26 |
Presentations / Seminar | 1 | 5 | 5 |
Project | 1 | 30 | 30 |
Quizzes | 4 | 2 | 8 |
Midterms | 1 | 12 | 12 |
Final | 1 | 18 | 18 |
Total Workload | 141 |
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. |