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 |
ECO1212 | Introduction to Economics II | 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: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. ÇAĞLAR YURTSEVEN |
Course Lecturer(s): |
Assist. Prof. AYSE ERTUĞRUL BAYKAN Assoc. Prof. ÇAĞLAR YURTSEVEN |
Recommended Optional Program Components: | None |
Course Objectives: | Introduction to Economics-II is an introduction to the fundamentals of macroeconomics. Emphasis will be given to study of the aggregate economy with booms and recessions, the economy’s total production of goods and services, economic growth and unemployment, money supply and interest rates, fiscal and monetary policies and foreign exchange markets. The focus of the course is to look at long-run economic growth first and then at short-run business cycle fluctuations. |
The students who have succeeded in this course; 1. Identify the basic concepts of macroeconomics 2. Calculate Gross Domestic Product using the expenditures and income approach 3. Calculate the rate of inflation 4. Calculate the rate of unemployment 5. Explain the role of money and interest rates for the economic growth 6. Describe basic concepts of open-economy macroeconomics 7.Use the aggregate demand and aggregate supply model 8.Describe the influence of monetary and fiscal policy on aggregate demand 9.Identify the short-run trade-off between inflation and unemployment |
National Income Accounts, Cost Of Living and Inflation, Output, Economic Growth and Well Being, Financial Markets and the way They Function, Employment, Unemployment and Economic Performance, Monetary Economics and Policy, Macroeconomics for Open Economies, Open Economy in the short and medium runs, Monetary anf Fiscal Policies, Phillips Curve and Inflation |
Week | Subject | Related Preparation |
1) | Opening Lecture Overview of the course Why study Introduction to Economics II | Mankiw&Taylor Ch20 (4th ed.) |
2) | Measuring a nation’s well-being - National Income | Mankiw&Taylor Ch20 (4th ed.) |
3) | Measuring a nation’s well-being Cost of Living | Mankiw&Taylor Ch20 (4th ed.) |
4) | Production and Growth | Mankiw&Taylor Ch21 (4th ed.) |
5) | Unemployment | Mankiw&Taylor Ch22 (4th ed.) |
6) | Saving, Investment, and The Financial System | Mankiw&Taylor Ch23 (4th ed.) |
7) | The Monetary System | Mankiw&Taylor Ch24 (4th ed.) |
8) | Midterm Week | |
9) | Project submission | Deadline of the project TBA |
10) | Money Growth and Inflation | Mankiw&Taylor Ch24 (4th ed.) |
11) | Open-economy Macroeconomics | Mankiw&Taylor Ch25 (4th ed.) |
12) | Aggregate Demand and Aggregate Supply | Mankiw&Taylor Ch28 (4th ed.) |
13) | The influence of monetary and policy on aggregate demand | Mankiw&Taylor Ch33 (4th ed.) |
14) | Review Applications & Case Studies | The case studies a applications in Mankiw&Taylor (4th ed.) |
Course Notes / Textbooks: | Economics, Gregory MANKIW & Mark P. TAYLOR, Cengage Publishing, 3rd, 4th or 5th edition (pay attention to chapter numbers in different editions, they are different). |
References: | The following open-access e-books are recommended as supplementary textbooks: • Principles of Economics, Steven A. GREENLAW & Timothy TAYLOR, OpenStax • The Economy, The CORE Project The following books are strongly recommended to read during the semester: • The Undercover Economist Strikes Back, Tim HARFORD For videos: https://mru.org/principles-economics-macroeconomics-0 The following platform is strongly recommended to follow: • econlowdown.org Econlowdown is a free economic education portal developed by the central bank of the San Francisco, Federal Reserve Bank of St. Louis. It provides online modules, articles, videos and podcasts. To register to econlowdown, go to https://www.econlowdown.org. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 50 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 3 | 16 | 48 |
Application | 13 | 1 | 13 |
Study Hours Out of Class | 13 | 10 | 130 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 195 |
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. |