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 |
COP4216 | Paybyme -Financial Technology-Fintech | 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 : | Prof. Dr. ASLI YÜKSEL |
Course Lecturer(s): |
Assoc. Prof. HAKKI ÖZTÜRK |
Course Objectives: | - Introducing Fintech Market - Providing information about the fundemantals of Payment Systems - Instructing the basic mechanisms of Financial Institutions - Giving insights for vision and mission concepts of Fintech Market |
The students who have succeeded in this course; 1) Fintech 101 2) Today and Future of Financial Technologies 3) Payment Systems in Financial Technologies 4) The Place of Mobile Payment in Financial Technologies 5) Risk Management in Financial Technologies 6) Information Security in Financial Technologies 7) Payment and E-Money Institutions 8) Regulations for Financial Technologies 9) The Relation of Financial Technologies with Other Information Technologies and Applications 10) Entreprenurship, Innovation and Management of Oppurtinities in Financial Technology Services 11) Accounting and Taxation in Financial Technology Institutions 12) The Place of Turkey in Fintech Market |
- Fintech Market - Payment Systems - Financial Institutions |
Week | Subject | Related Preparation |
1) | Fintech 101 | What is Fintech? Which solutions does it provide? |
2) | Today and Future of Financial Technologies | How will Fintech shape the future regarding financial processes? |
3) | Payment Systems in Financial Technologies | From Bitcoin to Mobile Payment, from contactless transactions to vPOS; A view to payment systems |
4) | The Place of Mobile Payment in Financial Technologies | The place of Mobile Payments in Fintech world, the importance of Mobile Payments in digital services. A Country based view of Mobile Payment System in the world |
5) | Risk Management in Financial Technologies | Fradulent cases, prevention of those cases, the view of risk managements in Fintechs from law point |
6) | Information Security in Financial Technologies | The importance of information security in financial technologies, crucial points, data privacy and sustainability |
7) | Payment and E-Money Institutions | Definition of Payment and E-Money Insititutions in Turkey, capital structures, main purposes and their place Fintech world |
8) | Regulations for Financial Technologies | What are the legal regulations of companies in Fintech world? Sanctions they are facing? Action steps for compliancy to these regulations? |
9) | The Relation of Financial Technologies with Other Information Technologies and Applications | The relations of mobile phones, beacons cash registers..etc with Fintech |
10) | Entreprenurship, Innovation and Management of Oppurtinities in Financial Technology Services | Creating new opportunities in the ever improving world of Fintech, providing new alternatives, creating new solutions for demands, assesment of these subjects with exemplary cases |
11) | Accounting and Taxation in Financial Technology Institutions | What is transaction volume of Fintechs? How accounting works? How the funds are conserved? How taxations work? |
12) | The Place of Turkey in Fintech Market | Where is Turkey in global Fintech Market? |
13) | Why Angel Investors are Closely Interested with Finteh Projects? | The reason behind the popularity of Fintech projects? What lies beneath this interest? |
14) | Interview with CEO of PaybyMe | Interview with CEO of PaybyMe about Fintech |
Course Notes / Textbooks: | |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
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 | 3 | 42 |
Study Hours Out of Class | 30 | 2 | 60 |
Midterms | 1 | 25 | 25 |
Final | 1 | 25 | 25 |
Total Workload | 152 |
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. |