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 |
GEP1379 | Sustainability and Business Ethics | 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: | Turkish |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | E-Learning |
Course Coordinator : | Assist. Prof. ŞEBNEM KILIÇ |
Course Objectives: | UN Sustainable Development Goal 8 encourages member states to develop decent business models and policies to realize this goal. Decent work requires businesses to take steps to ensure economic growth, a decent working environment and inclusive industrialization by reducing insecurity for employees. To achieve these goals, labor law regulations regarding business ethics in working life are an important tool. Its core aim is to help the students, who falls outside the Faculty of Law, to become familiar with working life regulations as well as current discussion areas that constitute an important component of business ethics. |
The students who have succeeded in this course; - Stıdents will identify the legal regulations to ensure that young workers, people with disabilities and women workforce have access to decent jobs by 2030 and will analyze the legal consequences of these regulations. - They will evaluate the principle of equal pay for equal work and its implications in Turkey. - They will discuss the policies to combat child labor and evaluate the compliance of the legislation with international standards. - By learning about the issues facing the working world today, they will be more equipped to discuss the agenda. - They will receive fundamental knowledge and gain a foundation for their next social protection-based courses. |
The course is planned as 13 weeks, and aslike other courses at the Faculty of Law, no courses are included in the midterm week. The course will proceed by covering theoretical topics, and practical studies and judicial decisions will be included as required on a weekly basis. The content of the course is based on theoretical lectures and the exchange of ideas in a discussion environment. It is designed synchronously for this purpose. On the other hand, this course is intended for students enrolled other than the Faculty of Law. For this reason and to ensure wide participation, it has been planned online. A final exam will be held at the end of 14 weeks. Apart from midterm-final exams, active participation in the course will be graded. |
Week | Subject | Related Preparation |
1) | Dependent and independent work relations and definition of "the employee" | |
2) | Basic concepts of working life: Workplace - Employer - Business/Enterprise | |
3) | Work-life balance in working life | |
4) | Women and disabled people in working life | |
5) | Children in working life (Child Labor) | |
6) | Mobbing in the workplace | |
7) | Prohibitions of discrimination and principle of equality | |
8) | Principles regarding termination of employment contract - I | |
9) | Principles regarding termination of employment contract - II | |
10) | Employment (job) security system and its essentials | |
11) | New challenges: Cyberloafing-Abseenteism-Preseenteism | |
12) | Responsibility of employers/businesses in terms of occupational health and safety | |
13) | Basic principles in industrial relations and freedom of association | |
14) | Basic principles and public character of the Social Security Law |
Course Notes / Textbooks: | Sisteme yüklenen makale ve yargı kararları |
References: | Ömer Ekmekçi/Esra Yiğit, Bireysel İş Hukuku, İstanbul 2023 Yusuf Alper, Sosyal Sigortalar Hukuku, Bursa 2023 |
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 | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 5 | 70 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 116 |
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. |