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 |
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. |
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 : | Assist. Prof. ELİF HAKTANIR AKTAŞ |
Course Lecturer(s): |
Assist. Prof. ADNAN ÇORUM Assist. 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. |
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 |
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 |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Foundations of engineering economy | |
3) | Factors: How time and interest affect money | |
4) | Factors: How time and interest affect money | |
5) | Combining factors | |
6) | Nominal and effective interest rates | |
7) | Nominal and effective interest rates | |
8) | Present worth analysis | |
9) | Present worth analysis | |
11) | Rate of Return Analysis: Multiple Alternatives | |
12) | Breakeven and payback analysis | |
13) | Effects of Inflation | |
14) | Effects of Inflation |
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: |
Semester Requirements | Number of Activities | Level of Contribution |
Laboratory | 14 | % 15 |
Quizzes | 3 | % 15 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Application | 14 | 2 | 28 |
Study Hours Out of Class | 14 | 4 | 56 |
Quizzes | 3 | 1 | 3 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 119 |
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. |