INE4011 System SimulationBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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
INE4011 System Simulation Spring 2 2 3 6
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 : Prof. Dr. MUSTAFA ÖZBAYRAK
Course Lecturer(s): Prof. Dr. MUSTAFA ÖZBAYRAK
RA ESRA ADIYEKE
Prof. Dr. FAİK TUNÇ BOZBURA
Recommended Optional Program Components: None
Course Objectives: This course is designed for junior level Industrial Engineering and close disciplines' students to give the fundamental concepts of modelling and analysis of discrete systems. The course aims to provide rigorous input and output analyses of the simulation model created using the statistical and probabilistic concepts as well as modelling the discrete systems, with the examples from both manufacturing and service systems using a general purpose simulation software.

Learning Outcomes

The students who have succeeded in this course;
I. Recognize the basic principles of simulation modeling.
II. Define and use appropriate performance metrics when modeling a system.
III. Recognize the basic concepts of a discrete event simulation model including model components, flowchart, and event list.
IV. Collect and manage performance measurement data.
V. Data collection or production from a sample data set. Statistical analysis of the sample data to estimate or approximate the probabilistic distribution and its parameters.
VI. Modelling and analysis of discrete event simulation models of both manufacturing and service systems using generic simulation program called ARENA.
VII. Developing simulation models that address critical research issues and/or industrial systems.
VIII. Recognizing how a computer simulation program can be used to model complex systems and solve related decision problems under different working conditions, which are presented through several what-if scenarios and analyses.
IX. Running a simulation model under different scenarios through either short-term but with consecutive replications or one very long run to get turely random output and their statistical analyses.
X. Apply a simulation project from start to finish following the stages, data collection or generation, designing the model, building the model, creating the working scenarios, running the simulation with multiple replications and statistical analyses of the output generated.

Course Content

This course is an alternative modelling method to mathematical optimization to model the complex systems. This course aims to teach the fundamental principles of simulation modelling, its steps, data creation, design and create a simulation model with the help of a simulation software, running the model under different system scenarios, obtaining the output as well as analysing and reporting output.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Simulation modeling
2) A guided tour of modelling steps in Simulation.
3) Statistics and Probability for Simulation Modelling I
4) Statistics and Probability for Simulation Modelling II
5) Modelling a simple system using ARENA
6) System Modelling I
7) System Modelling II
8) Selecting the Input Analysis I
9) Selecting Input Probability Distribution II
10) System Modelling I
11) Random Number Generation and Animasions
12) Modelling Complex Systems
13) Output Analysis
14) Output Analysis II
15) Entity Transfer in Modelling
16) Simulation of Manufacturing Systems

Sources

Course Notes / Textbooks: W. D. Kelton, R. P. Sadowski, D. T. Sturrock, Simulation with Arena-6th Edition, McGraw-Hill, 2015.
J. Banks, J. S. Carson II, B. L. Nelson, D.M. Nicol, Discrete-Event System Simulation, 5th Edition, Prentice Hall, 2010.
References: Lecture Notes and supporting materials collected from several academic resources as well as company reports and white papers.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 10
Homework Assignments 4 % 10
Project 1 % 20
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 28
Laboratory 14 28
Study Hours Out of Class 13 34
Project 3 9
Homework Assignments 2 6
Quizzes 2 18
Midterms 1 10
Final 1 12
Total Workload 145

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.