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 |
REK5202 | Research Methods II | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. HASAN KEMAL SUHER |
Recommended Optional Program Components: | None |
Course Objectives: | Development of skills in advertising and marketing research with respect to generating research questions, following correct methods in order to reach reliable results, planning qualitative and quantitative studies, developing questionnaries, coding data and analyzing the data with the SPSS program and reporting the findings. |
The students who have succeeded in this course; 1)The students who succeeded in this course; The students will be able to define what marketing and advertising research is, what kinds of information it can provide, and how it is used by marketing management. 2)To identify and explain alternative research methods and their relative strengths and weaknesses. 3)To determine which advertising and marketing research methods will be suitable to analyze which types of marketing problems. 4)To identify and describe major types of measurement techniques and data collection methods. 5)To analyze data obtained through marketing research using the SPSS software. |
This course provides a broad overview of social sciences researches especially marketing and advertising research from a practical and applied perspective. Students will learn the basics of research and how to conduct a research project. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Social Research - Research Design | |
3) | Conceptualism, Operational Defination and Mesurement | |
4) | Sampling - Reability and Validity | |
5) | Research Techniques (Survey Research) | |
6) | Research Techniques (Survey Research) | |
7) | Research Techniques (Focus Group) | |
8) | Qualitative Data Analysis | |
9) | Quantative Data Analysis (Introduction to Statistics and Hypothesis Testing) | |
10) | Introduction to SPSS (Menus and Data Entry) | |
11) | Frequency Tables and Descriptive Statistics | |
12) | Cross Tables and Chi-Square Analysis | |
13) | T-Test | |
14) | One Way of Analysis (ANOVA) |
Course Notes / Textbooks: | Earl Babbie. The Practice of Social Research, 12th Edition (America: Wadsworth, 2010) Roger D. Wimmer ve Joseph R. Dominick, Mass Media Research, An Introduction (America: Wadsworth, 2011) 9. Basım Darren George and Paul Mallery, SPSS For Windows Step By Step, A Simple Guide and Reference, 10th Edition (America: Pearson, 2010) |
References: | Arthur Asa Berger, Media and Communication Research Methods, An Introduction to Qualitative and Quantitative Approaches (Sage Publications, 2000) John W. Creswell, Research Design, Qualitative, Quantitative and Mixed Methods Approaches, 2nd Edition (Sage Publications, 2003) Ian Brace, Questionnaire Design, How to Plan, Structure and Write Survey Material for Effective Market Research (İngiltere: Kogan Page, 2004) Filiz Çakar, Sosyal Bilimlerde İstatistik (Alfa Yayınları, 2000) Şener Büyüköztürk, Veri Analizi El Kitabı, İstatistik, Araştırma Deseni, SPSS Uygulamaları ve Yorum, 4. Basım (Pegem yayıncılık, 2004) Darren George and Paul Mallery, SPSS For Windows Step By Step, A Simple Guide and Reference, 6th Edition (America: Pearson, 2006) Andy Field, Discovering Statistics Using SPSS, 2nd Edition (Sage Publications, 2005) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 0 |
Homework Assignments | 2 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 13 | 75 |
Laboratory | 13 | 75 |
Final | 3 | 45 |
Total Workload | 195 |
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. |