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 |
BA4220 | Entrepreneurship & Managing Innovation | 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: | Hybrid |
Course Coordinator : | Prof. Dr. ELİF OKAN |
Course Lecturer(s): |
Prof. Dr. İPEK ALTINBAŞAK FARİNA |
Recommended Optional Program Components: | None |
Course Objectives: | The purpose of this course is to teach students how to recognize and realize an entrepreneurial business idea. The course mainly concentrates on the potential entrepreneurs who are planning to build a new venture. Furthermore, as a key factor effecting the initiation and success of the entrepreneurial ventures, the role of innovation will be discussed. |
The students who have succeeded in this course; At the end of the course, 1-Students will be able to identify and assess entrepreneurial opportunities, including understanding market needs, competitive dynamics, and industry trends. 2.Students will be skilled in developing and presenting detailed business plans to potential investors, stakeholders, and partners. 3.Students will understand and apply processes for managing innovation, from idea generation to product development and commercialization. 4.Students will cultivate an entrepreneurial mindset, including resilience, adaptability, and the ability to navigate uncertainty and failure. 5.Students will develop critical thinking and problem-solving skills to address complex entrepreneurial challenges and drive innovative solutions. |
Bu ders, yenilikçi bir ürün/hizmet geliştirerek başarılı bir girişimin nasıl oluşturulacağı ve mevcut bir şirketin yenilikçi bir organizasyona nasıl dönüştürüleceği ile ilgili gerekli bilgileri sağlar. Bu modül, GİRİŞİMCİLİK ÇALIŞMALARI VE PARADOKSLARI İLE İLGİLİ BİR ANLAYIŞ SAĞLAMAK için tasarlanmıştır. ÖĞRENCİLERİN GİRİŞİMCİ ZİHİN SETLERİNİ TEŞVİK EDEREK POTANSİYELİ EN ÜST DÜZEYE ÇIKARMAYA ÇALIŞMAYI AMAÇLAMAKTADIR. |
Week | Subject | Related Preparation |
1) | Welcome and Introduction | |
2) | Introduction to Entrepreneurship •Definition and significance of entrepreneurship •Types of entrepreneurs and ventures •The impact of entrepreneurship on the economy | |
3) | The Entrepreneurial Mindset •Key characteristics of successful entrepreneurs •The importance of creativity and risk-taking •Strategies for overcoming challenges | |
4) | Opportunity Recognition •Identifying and evaluating business opportunities •Tools for market research and analysis •Developing a feasibility study | Identifying groups |
5) | Business Models •Understanding different types of business models •Creating a value proposition •Introduction to the Business Model Canvas | Reading |
6) | Innovation Fundamentals •Defining innovation and its types (incremental, disruptive) •The innovation process: from idea to implementation •Case studies of successful innovations | |
7) | Technology and Entrepreneurship •The role of technology in modern entrepreneurship •Digital entrepreneurship and online business models •Assessing technological trends and their impact | |
8) | Midterm | |
9) | Marketing for Startups •Crafting a marketing strategy for new ventures •Branding and customer engagement •Utilizing digital marketing tools effectively | |
9) | i .History of Lean in Manufacturing ii. Lean Manufacturing Principles, how these 9 principles used in production Examples of Lean Principles from Toyota Cooperation | Read: Chapter3 The Lean StartUp |
10) | Scaling and Growth Strategies •Strategies for scaling a business successfully •Managing operations and resources during growth •Identifying and mitigating risks in scaling •Business Plan and Financial Plan , Investments and Investors | |
11) | Social Entrepreneurship and Innovation •Defining social entrepreneurship and its significance •Balancing profit and social impact •Examples of successful social ventures | |
12) | Building Entrepreneurial Ecosystems •Understanding the components of entrepreneurial ecosystems •The role of incubators, accelerators, and mentorship •Networking and collaboration opportunities •Future Trends in Entrepreneurship | |
13) | Final Presentations | |
14) | Final Presentations |
Course Notes / Textbooks: | This course does not have a specific textbook.The presentations covered in class will be uploaded to the ITS Learning system. |
References: | "The Lean Startup" by Eric Ries •Focuses on how startups can be more efficient and innovative through a systematic, scientific approach to creating and managing successful businesses. "Business Model Generation" by Alexander Osterwalder and Yves Pigneur •A practical guide to understanding, designing, and implementing business models, complete with visual tools like the Business Model Canvas. "The Innovator's Dilemma" by Clayton M. Christensen •Explores why successful companies often fail to innovate and how they can overcome challenges to maintain growth through disruptive innovation. "Start with Why" by Simon Sinek •Discusses the importance of purpose in entrepreneurship and how starting with "why" can lead to greater success and impact. "Zero to One" by Peter Thiel Offers insights on creating unique innovations and building startups that contribute to progress, encouraging entrepreneurs to think differently. "Creativity, Inc." by Ed Catmull •A behind-the-scenes look at Pixar and the management strategies that foster creativity and innovation in a highly competitive industry. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 20 |
Presentation | 1 | % 30 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 8 | 104 |
Presentations / Seminar | 1 | 3 | 3 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 150 |
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. |