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 |
ISL5956 | Organizational Development and Change | 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 : | |
Course Lecturer(s): |
Dr. İBRAHİM AYHAN TON Assoc. Prof. HAKKI AKTAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | The purpose of this course, is to understand the definitions of "change" and "improvement" to develop the performance and the dynamics of an organization. Moreover, the concept of "organizational learning" which is the keystone of the organizational development and change will be emphasized. |
The students who have succeeded in this course; The students who succeeded in this course; - will be able to recognize why change is important for organizations - will be able to gain knowledge about learning organizations - will be able to gain knowledge about organizational development. - will be able to define resistance to organizational change. - will be able to find solutions to resistance to change problems. |
More and more organizations today face a dynamic and changing environment. This, in turn, is requiring the organizations to adapt. “Change or die!” is the rallying cry among today’s managers worldwide. Change types, process, the resistance to change and overcoming resistance to change, methods of organizational development, challenges and opportunities of the future are the subjects that we will discuss in class. |
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15) | Final Exam |
Course Notes / Textbooks: | Örgütsal Davranış alanındaki doktora yıllarından bugüne çeşitli kitaplardan oluşturulmuş ders notları ve makaleler, işdünyasındaki 20 yıllık deneyimden gelen uygulama bilgisi |
References: | Stephen Robbins, Timothy Judge, OB, Pearson-Prentice Hall, 2011 |
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 | 13 | 48 |
Study Hours Out of Class | 14 | 81 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 175 |
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. |