CARTOON AND ANIMATION | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
ADV4638 | Innovation and Enterpreneurship | Fall Spring |
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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi ŞAFAK ŞAHİN |
Recommended Optional Program Components: | None |
Course Objectives: | This course inspires entrepreneurial innovation and creativity through interactive lectures and case studies especially in contemporary issues. Students will gain awareness of entrepreneurial innovation sources, structures and dynamics. Students will develop individual and group skills for generating innovative ideas and find ways to apply these ideas to address current issues and problems in different industries and settings. |
The students who have succeeded in this course; Understanding of the sources of innovation opportunities and development of the skills to identify and analyze these opportunities for entrepreneurship and innovation. Understanding of the industry/market dynamics and factors for developing successful innovations and apply this understanding to innovations in sectors. Development of a personal skill set for creativity, innovation and entrepreneurship and specific concepts and tools for combining and managing creativity and innovation in an organizational setting. |
Philosophy of Thinking Differently, Innovation, Digital Innovation, Entrepreneurship, Sustainability of Innovation in Industries, Creating Value, Digitalizing Industry. |
Week | Subject | Related Preparation |
1) | 1.week: The Innovation Imperative | |
2) | The Social Enterprenuership and Innovation | |
3) | Globalisation, Development and Sustainability | |
4) | Recognising The Opportunity | |
5) | Sources of Innovation | |
6) | Searching for Opportunities | |
7) | Midterm Exam | |
8) | Finding The Resources | |
9) | Exploiting The Newtworks | |
10) | Developing New Products and Services | |
11) | Creating New Ventures | |
12) | Exploiting Knowledge and Intellectual Property | |
13) | Creating Value and Growing Ventures | |
14) | Learning to Manage Innovation |
Course Notes / Textbooks: | "Innovation and Enterprenuership" (2.Edition) John Bessant and Joe Tidd "The Lean Startup: How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses" Eric Ries |
References: | "Innovation and Entrepreneurship" Peter F. Drucker |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 13 | % 10 |
Quizzes | 1 | % 10 |
Homework Assignments | 2 | % 20 |
Midterms | 1 | % 25 |
Final | 1 | % 35 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 65 | |
PERCENTAGE OF FINAL WORK | % 35 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 6 | 78 |
Homework Assignments | 2 | 3 | 6 |
Quizzes | 1 | 4 | 4 |
Midterms | 1 | 4 | 4 |
Final | 1 | 4 | 4 |
Total Workload | 135 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have theoretical and practical knowledge and skills in cartoon and animation. | |
2) | To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. | |
3) | Making animated films with various artistic styles and techniques. | |
4) | Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. | |
5) | To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them. | |
6) | To be able to evaluate cartoon and animations in the framework of their knowledge and skills. | |
7) | To be able to define and manage learning requirements in the field of cartoon and animation. | |
8) | To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field. | |
9) | To monitor developments in the field of cartoon and animation using foreign languages and to communicate with foreign colleagues. | |
10) | To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. | |
11) | Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. | |
12) | To have sufficient knowledge about ethical values and universal values in the field of cartoon and animation. |