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 |
ISL5951 | Training and Development | 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 : | Assoc. Prof. BURÇAK VATANSEVER DURMAZ |
Course Lecturer(s): |
Prof. Dr. FAİK TUNÇ BOZBURA Prof. Dr. CANAN ÇETİN Assist. Prof. UMUT EROĞLU Assoc. Prof. DUYGU KIZILDAĞ Instructor MUHAMMED VEFA ARIKAN |
Recommended Optional Program Components: | None |
Course Objectives: | The purpose of this course, is to provide information about the functions of the education and development in the organizations. This function, includes the determination of the need analysis and development, control of the related activities and focuses all of the activities covers a wide range of its related areas. |
The students who have succeeded in this course; Students finishing this course successfully, - will have the ability to know the education and development functions of the organizations. - will have the ability to determine the training needs of the employees, design educational programs, retreats according to these needs, evaluation of the investments to the education and development; |
Introduction to the Human Resources Management Introduction to the concept of Education and Development Strategic Education and Development Requirement Designation Education and Development: Program Planning Transfer in Education Evaluation of the Education and Development Plan Labor Improvement Traditional Methods in Education and Development New Technologies in Education and Development Future of Education and Development Function Project Presentations. |
Week | Subject | Related Preparation |
1) | project presentations | project presentations |
1) | Introduction to Human resource Management | book |
2) | Inroduction to training and development | book |
3) | strategic training and development | book |
4) | need analysis | book |
5) | Learning - Designing training and development program | book |
6) | transfer of learning | book |
7) | midterm | . |
8) | Evaluation of training and development Plan | book |
9) | Employee development | book |
10) | Traditional training and development methods | book |
11) | The use of new technologies in training and development methods | book |
12) | The future of the training and development function | book |
13) | project presentations | project presentations |
14) | project presentations | project presentations |
15) | final | . |
Course Notes / Textbooks: | Raymond A. NOE, İnsan Kaynaklarının Eğitim ve Gelişimi, 1.Bası, (Çev. Canan ÇETİN), İstanbul: Beta Yayınları, 2007. Raymond A. NOE, Employee Training & Development, New York: Irwin/McGraw-Hill, 1999. |
References: | Training in Organizations, Needs Assesment, Development, and Evaluation Irwin L. Goldstein, Brooks & Cole pub. Monterey, California, 2001 Organizasyonlarda Etkili Öğrenme Stratejileri, Doç. Dr. Pınar Tınaz, MESS Yayın No: 334, 2000. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 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 | 14 | 42 |
Application | 14 | 96 |
Study Hours Out of Class | 13 | 54 |
Midterms | 1 | 6 |
Final | 1 | 2 |
Total Workload | 200 |
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. |