COP4319 Fexprience - Experiential Marketing Communication and Case StudiesBahçeşehir UniversityDegree Programs SOFTWARE ENGINEERINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
SOFTWARE ENGINEERING
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
COP4319 Fexprience - Experiential Marketing Communication and Case Studies Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Instructor SİNEM İNCE
Course Lecturer(s): Instructor SİNEM İNCE
Recommended Optional Program Components: None
Course Objectives: This course aims to provide relational bonds of corporate and its target audience with communication activities, supporting the relation management, giving pleasure to the audience, make experiences with aesthetic aspect, create a value on target audience perception as marketing communication strategy, by teaching the importance of experiential marketing principles and practices.Students will produce their own experiential marketing communication by learning the bacis steps be considered experiental marketing based on event preparation.

Learning Outcomes

The students who have succeeded in this course;
Students taking this course can,
1) Define the concept of experiential marketing
2) Reveal the difference of experiential marketing communications from other communication activities
3) Can apply the steps of experiential marketing communication campaigns.
4) Learn the types of events that will be used for experiential marketing.
5) Learn the factors that should be considered for planning and realization the event
6) Create experiential marketing events appropriate for a corporate or a brand

Course Content

In this course students will learn the definition of experiential marketing communication, functions, principles and steps, the rules of the event management, event organizing methods, applyingexperiential marketing events and measuring.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) What is experiental marketing? Why it is needed? Basic issues in marketing commuication and the position of expreriental marketing in communication (Guest Participant: Ugur Batı)
2) Where is the event in experiential marketing? (Guest participant: Bülent Fidan)
3) How is experiential marketing planned? What are the steps that must be considered? (Guest participant: Coca-Cola)
4) Comparison of examples of experiential marketing between Turkey and the world.
5) What is event based on experience? Students begin to plan the communication of experiential marketing for a brand.
6) What are types of events? (Guest participant: Event Manager of Anadolu Efes)
7) What are the factors that must be considered during an event? (Guest participant: Co-manager of Pozitif Event Company) Students begin to plan an event.
8) How is an event planned? (Guest participant: Gnctrkcll)
9) How is the time and place of an event planned? (Guest participant: Boogy Event Agency)
10) What are the things that you need to pay attention to in order to match your activity with technology? (Guest participant: Founder of Visionteractive)
11) The importance of building relationship with the event and social media (Guest participant: Coca-Cola).
12) What are the possible crises that can occur in an event? How are crises managed? (Guest participant: Nike)
13) Evaluation and reporting of event (Guest pariticpant: Anadolu Efes)
14) Students present their experiential marketing communication projects that are prepared in accordance with weekly steps.

Sources

Course Notes / Textbooks: Markethink Ya Da Farkethink: "Deneyimsel Pazarlama ve Duyusal Markalama" - Uğur Batı / Experiential Marketing: How to Get Customers to Sense, Feel, Think, Act, Relate - Bernd H. Schmitt / The experience Economy - B. Joseph Pine
References: Experiential Marketing: A Practical Guide to Interactive Brand Experiences - Shaz Smilansky / Örneklerle Temel Deneyimsel Pazarlama - Taşkın Dirsehan

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 2 % 10
Midterms 1 % 30
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 3 42
Project 8 3 24
Homework Assignments 2 9 18
Final 1 1 1
Total Workload 127

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) Be able to specify functional and non-functional attributes of software projects, processes and products.
2) Be able to design software architecture, components, interfaces and subcomponents of a system for complex engineering problems.
3) Be able to develop a complex software system with in terms of code development, verification, testing and debugging.
4) Be able to verify software by testing its program behavior through expected results for a complex engineering problem.
5) Be able to maintain a complex software system due to working environment changes, new user demands and software errors that occur during operation.
6) Be able to monitor and control changes in the complex software system, to integrate the software with other systems, and to plan and manage new releases systematically.
7) Be able to identify, evaluate, measure, manage and apply complex software system life cycle processes in software development by working within and interdisciplinary teams.
8) Be able to use various tools and methods to collect software requirements, design, develop, test and maintain software under realistic constraints and conditions in complex engineering problems.
9) Be able to define basic quality metrics, apply software life cycle processes, measure software quality, identify quality model characteristics, apply standards and be able to use them to analyze, design, develop, verify and test complex software system.
10) Be able to gain technical information about other disciplines such as sustainable development that have common boundaries with software engineering such as mathematics, science, computer engineering, industrial engineering, systems engineering, economics, management and be able to create innovative ideas in entrepreneurship activities.
11) Be able to grasp software engineering culture and concept of ethics and have the basic information of applying them in the software engineering and learn and successfully apply necessary technical skills through professional life.
12) Be able to write active reports using foreign languages and Turkish, understand written reports, prepare design and production reports, make effective presentations, give clear and understandable instructions.
13) Be able to have knowledge about the effects of engineering applications on health, environment and security in universal and societal dimensions and the problems of engineering in the era and the legal consequences of engineering solutions.