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 |
GEP0627 | Social Entrepreneurship | 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 : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Course Objectives: | In this course, students will have knowledge about social entrepreneurship. They will learn how to find solutions for problems such as poverty, climate change, social inequalities, and to develop innovative methods to solve social problems. Thus, they will learn how to use social entrepreneurship as a powerful tool for social change. |
The students who have succeeded in this course; 1) Students should demonstrate their knowledge of the essential body of knowledge in business management (functions of management: organization theory: policy and strategy: information, technology and operations management; human capital management; accounting; finance; marketing; economics; and an integrated perspective). 2) Students should demonstrate their ability to construct strategy, make organizational decisions and define the required processes to execute these decisions by utilizing the concept and knowledge in business management and by considering cultural and ethical values. 3) Students should demonstrate the ability to understand the dynamics of global business environment; follow the changes and improvements and understanding the importance of flexibility and creativity in the changing global business world 4) Students should demonstrate their comprehension of basic economics, law and social sciences which shape the global business environment and their ability to make decisions via these knowledge. 5) Students should demonstrate their ability to communicate effectively and work in harmony with members from different disciplines. 6) Students should be able to effectively communicate in writing or orally in global business environment. 7) Students should be able to appreciate and recognize contributions of individuals from diverse cultures, and should be able to effectively communicate, positively contribute and work as a team member. 8) Students should be able to use common information and communication technologies employed in business management. 9) Students should be able to define problems related with business processes, gather data, choose the required methods to analyze the data, evaluate the results and identify the necessary practices and communicate their ideas effectively. 10) Students should be able to demonstrate their ability to make contributions in business team or project groups, take responsibility and take the leadership role. 11) Students should demonstrate their understanding of business ethics and social responsibility concepts and motivation to take active role in these subjects. 12) Students should have required English proficiency to follow the current events and improvements in their professional area and to communicate their ideas in international business arena. 13) Students should understand the importance of lifelong learning to maintain personal and professional development. 14) Students should demonstrate that they have the discipline and responsibility to conduct and independent study, project, research. Learning Outcomes 1) gaining knowledge on social entrepreneurship 2) learning the skills for social entrepreneurship 3) gaining knowledge on Sustainable Development Goals 4) gaining knowledge on business model canvas 5) learning the skills of applying the business model canvas |
This course will evaluate social entrepreneurship and social change theoretically. At the same time, students will be able to acquire the skills for social entrepreneurs by applying Business Model Canvas tool. Teaching methods and techniques used in the course are: lecture, group work, sample examination, problem solving, discussion, observation and use of digital resources. |
Week | Subject | Related Preparation |
1) | Introduction to Social Entrepreneurship | |
2) | Exploring Sustainable Development Goals | |
3) | Business Models in Social Entrepreneurship - Value Proposition and Customer Segments | |
4) | Business Models in Social Entrepreneurship - Channels and Customer Relationship | |
5) | Business Models in Social Entrepreneurship- Key Partners, Key Activities and Key Resources | |
6) | Business Models in Social Entrepreneurship- Revenue Stream and Cost Structure | |
7) | Design Thinking for Social Innovation Challenges and Risks of Innovation in Social Entrepreneurship | |
8) | Midterm Week | |
9) | Management and Leadership Skills for Social Enterprises - Leadership and management skills, management and leadership in different organizations | |
10) | Management and Leadership Skills for Social Enterprises - Management and Leadership of Social Enterprises, Growth in Organizations, how do leadership and management skills develop? | |
11) | Measuring Social Impact In Social Enterprises | |
12) | project presentations | |
13) | project presentations | |
14) | project presentations |
Course Notes / Textbooks: | Business Model Generation, Osterwalder, A., & Pigneur, Y. (2010). Business model generation: a handbook for visionaries, game changers, and challengers. John Wiley & Sons. / Social Entrepreneurship: A Skills Approach, Durkin, C., & Gunn, R. (Eds.). (2016). Social entrepreneurship: A skills approach. Policy Press. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Midterms | 1 | % 40 |
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 | 5 | 65 |
Project | 1 | 10 | 10 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 118 |
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. |