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 |
ECO2062 | Applied Statistics | Spring | 3 | 0 | 3 | 6 |
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. EMİNE ZEREN TAŞPINAR |
Course Lecturer(s): |
Assist. Prof. EMİNE ZEREN TAŞPINAR Assist. Prof. SERKAN YEŞİLYURT |
Recommended Optional Program Components: | None |
Course Objectives: | This course builds on ECO2061. The course's main objective is to understand statistical inference and its applications. Topics include sampling distributions, confidence interval estimations, and hypothesis testing with their applications in Excel. |
The students who have succeeded in this course; • acquire the meaning of statistical inference and the scope of its practices. • estimate a confidence interval for mean, variance, and proportion of one population and two populations, then run these estimations on Excel. • do hypothesis testing about parameters from one population and two populations, then run these hypothesis testing on Excel. |
Sampling and Sampling Distributions Sampling Distribution Properties Point and Interval Estimates Confidence Interval for population mean Confidence Intervals for the Population Proportion, π Fundamentals of Hypothesis Testing: One-Sample Tests Hypothesis Testing for Mean and Proportion Two-Sample Tests for Mean Two-Sample Tests for Proportion One-Way Analysis of Variance Two-Way Analysis of Variance Chi-Square Tests and Nonparametric Tests Introduction to Simple Linear Regression |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Distributions of Sample Statistics, NCT6 | Sampling from a Population Sampling Distributions of Sample Means |
3) | Distributions of Sample Statistics, NCT6 | Sampling Distributions of Sample Means Sampling Distributions of Sample Proportions |
4) | Distributions of Sample Statistics, NCT6 | Sampling Distributions of Sample Variances Excel applications |
5) | Confidence Interval Estimation: One Population, NCT7 | Properties of Point Estimators Confidence Interval Estimation for the Mean of a Normal Distribution (Population Variance Known) |
6) | Confidence Interval Estimation: One Population, NCT7 | Confidence Interval Estimation for the Mean of a Normal Distribution (Population Variance Unknown) Confidence Interval Estimation for Population Proportion |
7) | Confidence Interval Estimation: One Population, NCT7 | Confidence Interval Estimation for the Variance of a Normal Distribution Sample-Size Determination: Large Populations Excel applications |
8) | Midterm Exam | |
9) | Confidence Interval Estimation: Further Topics, NCT8 | Confidence Interval Estimation of the Difference Between Two Normal Population Means Confidence Interval Estimation of the Difference Between Two Population Proportions Excel applications |
10) | Hypothesis Tests of a Single Population, NCT9 | Concepts of Hypothesis Testing Tests of the Mean of a Normal Distribution: |
11) | Hypothesis Tests of a Single Population, NCT9 | Tests of the Population Proportion Tests of the Variance of a Normal Distribution Excel applications |
12) | Two Populations Hypothesis Tests, NCT10 | Tests of the Difference Between Two Normal Population Means: Tests of the Difference Between Two Normal Population Means, Independent Samples |
13) | Two Populations Hypothesis Tests, NCT10 | Tests of the Difference Between Two Population Proportions Tests of the Equality of the Variances Between Two Normally Distributed Population Excel applications |
14) | Review |
Course Notes / Textbooks: | Statistics for Business and Economics, Paul Newbold, William L. Carlson and Betty Thorne, 9th Edition, Pearson. (NCT) |
References: | . |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 16 | 3 | 48 |
Study Hours Out of Class | 14 | 7 | 98 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 150 |
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. |