GEP0313 The Impact of Science and Technology Policies on Technology ManagementBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
DIGITAL GAME DESIGN
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
GEP0313 The Impact of Science and Technology Policies on Technology Management Fall 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: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: E-Learning
Course Coordinator : Assist. Prof. AHMET NACİ ÜNAL
Course Lecturer(s): Assist. Prof. AHMET NACİ ÜNAL
Recommended Optional Program Components: None
Course Objectives: This course aims to provide students with an understanding of the impact of technology management and innovation, especially in the context of the “Industry 4.0 concept” and other emerging technologies.

Learning Outcomes

The students who have succeeded in this course;
Upon successful completion of this course, you will gain the following competencies:
1. Understanding the historical development of technology,
2. Comprehending the concepts of Technology Management and Innovation,
3. Defining the concepts of Foresight and Forecasting and understanding the differences between them,
4. Appreciating the vital importance of Technology Foresight and Forecasting and gaining competence in this area.

Course Content

Scientific development processes, similarities and differences between the concepts of technology and science, technology management, basic management principles, technology management, technology forecasting and prediction, and strategy development processes.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation Examination of the Course Syllabus, Expectations
2) A Conceptual Approach to Science, Technology, Innovation, and Strategy Students will come to the class after conducting preliminary research on the topic.
3) The Concept of Information and How Information is Formed Students will come to the class after conducting preliminary research on the topic.
4) Data Transformation Process and the Concept of Big Data Students will come to the class after conducting preliminary research on the topic.
5) Data Transformation Process and the Concept of Big Data Students will come to the class after conducting preliminary research on the topic.
6) Information and Information Management Students will come to the class after conducting preliminary research on the topic.
7) Information Management Systems Students will come to the class after conducting preliminary research on the topic.
8) Midterm Exam
9) Technology Management and Technology Foresight Students will come to the class after conducting preliminary research on the topic.
10) Innovations Brought by Modern Technologies Students will come to the class after conducting preliminary research on the topic.
11) Innovations Brought by Modern Technologies Students will come to the class after conducting preliminary research on the topic.
12) Student Presentations
13) Student Presentations
14) Student Presentations

Sources

Course Notes / Textbooks: YARMAN B.S.B., ÜNAL A.N., “Stratejik Karar Verme Boyutunda Bilgi Toplama/İşleme Amaçlı Karar Destek Sitemleri”, Nobel Yayıncılık, 2015.
References: Lawrance FREEDMAN, “Strateji”, Alfa Tarih, 2014.
Sun TZU, “Savaş Sanatı”, Türkiye İş Bankası Yayınları, 12. Baskı, 2018.
Mikael KROGERUS, Roman TSCHAPPELER, “Karar Kitabı Stratejik Düşünme İçin Elli Model”, The Kitap, 2019.
Walter Isaacson, “Geleceği Keşfedenler”, Domingo Yayınevi, 2017.
Stefan ZWEIG, “Yıldızın Parladığı Anlar”, Everest Yayınları, 2014.
Cemal YILDIRIM, “Bilim Tarihi”, Remzi Kitabevi, 2016.
Cemal YILDIRIM, “Bilim Felsefesi”, Remzi Kitabevi, 2016.
Klaus SCHWAB, “Dördüncü Sanayi Devrimi”, Optimist, 2015.
Brian CHRISTIAN, Tom GRIFFITHS, “Hayatımızdaki Algoritmalar”, Buzdağı, 3. Baskı, 2018.
Ders Notları
“Gizli Sayılar” filmi. Yönetmen: Theodore Melfi. Gösterim Yılı: 2017
“The Imitation Game: Enigma” filmi. Yönetmen: Morten Tyldum. Gösterim Yılı: 2015
“Devrim Arabaları” filmi. Yönetmen: Tolga Örnek. Gösterim Yılı: 2008
“Kartal Göz (Eagle Eye)” filmi. Yönetmen: D.J. Caruso. Gösterim Yılı: 2008
“Apollo 13” filmi. Yönetmen: Ron Howard. Gösterim Yılı: 1995.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 15
Homework Assignments 1 % 10
Midterms 1 % 25
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 3 39
Study Hours Out of Class 14 4 56
Presentations / Seminar 1 10 10
Homework Assignments 1 14 14
Midterms 1 2 2
Final 1 2 2
Total Workload 123

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) 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.