INE3003 Engineering EconomyBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
INE3003 Engineering Economy Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Assoc. Prof. ELİF HAKTANIR AKTAŞ
Course Lecturer(s): Assoc. Prof. ADNAN ÇORUM
Assoc. Prof. ETHEM ÇANAKOĞLU
Assist. Prof. ALPER CAMCI
Recommended Optional Program Components: N.A.
Course Objectives: The purpose of this course is to supplement engineering student’s technical training with the knowledge and capability to perform financial analysis especially in the area of capital investment.

Learning Outcomes

The students who have succeeded in this course;
I. Explain the role of engineering economy and the concepts of time value of money
II. Define financial factors regarding time and interest effect on money
III. Define nominal and effective interest rates and inflation rate
IV. Perform present worth and annual worth analysis to evaluate projects and investments
V. Define the Rate of return and perform rate of return analysis to evaluate projects and investment

Course Content

Foundations of engineering economy
Factors: How time and interest affect money
Combining factors
Nominal and effective interest rates
Present worth analysis
Annual worth analysis
Rate of return analysis
Inflation

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course
2) Time Value of Money, Interest, and Cash Flow Diagrams
3) Time Value of Money, Interest, and Cash Flow Diagrams
4) Present Worth, Future Worth, and Unknown Interest Rates
5) Annuities: Uniform Series
6) Arithmetic and Geometric Gradients
7) Multiple Factors in Engineering Economic Problems
8) Midterm
9) Present Worth Capitalized Cost Analysis: Present Worth Method of Comparing Alternatives
10) Equivalent Uniform Annual Worth Comparison Method
11) Rate of Return Method for Comparing Alternatives
12) Replacement Analysis
13) Benefit/Cost Ratio Economic Evaluations
14) Depreciation

Sources

Course Notes / Textbooks: 1. Chan S Park, Contemporary Engineering Economics, Global Edition, 6th edition, Pearson.
2. Blank & Tarquin (2012) Engineering Economy, 8th Ed. McGraw-Hill Inc.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 20
Midterms 1 % 40
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 5 70
Quizzes 2 1 2
Midterms 1 2 2
Final 1 2 2
Total Workload 118

Contribution of Learning Outcomes to Programme Outcomes

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.