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 |
GEP0314 | Innovation and Creativity | 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: | E-Learning |
Course Coordinator : | Assoc. Prof. ÇAĞLAR SİVRİ |
Course Lecturer(s): |
Instructor INGI FERNANDEZ |
Course Objectives: | Innovation and creativity are integral to an organization's ability to survive and thrive in today's competitive marketplace. This course is designed to provide students with the knowledge and understanding of how innovation and creativity can be nurtured, realized and managed in business environments. In addition to the theoretical concepts of innovation and creativity, students will learn to use practical applications to foster creativity and innovation in the workplace. |
The students who have succeeded in this course; Learning Outcomes 1 Develops an awareness of concepts related to innovation and creativity. 2 Be able to explain concepts related to innovation and creativity management 3 Understands the processes of creativity and innovation 4 Have an idea about innovation and creativity applications 5 Knowledge about the use of some tools and methods used in innovation and creativity management. |
"Introduction to Innovation and Creativity Innovation in organizations Business processes and innovation Managing creativity Creativity tools: Brainstorming, TILMAG, Six hats, TRIZ Evaluation of innovative solutions: Decision Making Innovative product development Innovation financing and marketing Knowledge Management and Organizational Learning Managing human resources for creativity and innovation |
Week | Subject | Related Preparation |
1) | Introduction to Innovation and Creativity | Lecture Notes |
2) | Innovation in organizations | Lecture Notes |
3) | Business processes and innovation | Lecture Notes |
4) | Managing creativity | Lecture Notes |
5) | Tools for creativity: Brainstorming | Lecture Notes |
6) | Tools for creativity: TILMAG, Six thinking hats | Lecture Notes |
7) | Tools for Creativity: TRIZ | Lecture Notes |
8) | ara sınav | |
9) | Evaluation of innovative solutions: Decision Making | Lecture Notes |
10) | Innovative product development | Lecture Notes |
11) | Financing Innovations | Lecture Notes |
12) | Bilgi Yönetimi ve Örgütsel Öğrenme | Lecture Notes |
13) | Knowledge Management and Organizaitonal Learning | Lecture Notes |
14) | Managing human resources for creativity and innovation |
Course Notes / Textbooks: | Ders Notları ve Sunumlar |
References: | "Mumford, M.D. (Ed.) (2012). Handbook of Organizational Creativity, Elsevier, Online E Book (Available in BAU library website) De Bono, E. (2008). Six thinking hats, Penguin Books, London Orloff, M. (2006). Inventive Thinking through TRIZ, Online E Book (Available in BAU library website) " |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 30 |
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 | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 3 | 39 |
Project | 1 | 35 | 35 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 117 |
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. |