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 |
BA1011 | Introduction to Business | 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: | Hybrid |
Course Coordinator : | Prof. Dr. ELİF OKAN |
Course Lecturer(s): |
Assoc. Prof. AYLA ESEN Assoc. Prof. HAVVA PINAR İMER Prof. Dr. AHMET ERKUŞ Assoc. Prof. GÜLBERK GÜLTEKİN SALMAN |
Recommended Optional Program Components: | None |
Course Objectives: | This introductory course is designed to provide the students with an overview of the general business environment and how businesses function. The objective of this course is to develop an understanding of the roles, responsibilities, and skills required of individuals (managers and nonmanagers) in today’s changing organizations by examining the relationships between the businesses (including their management and structures) and their owners, employees, and customers. This process will also develop an awareness of the environmental conditions and pressures facing today’s managers and organizations. Specifically, students will become acquainted with the language of business management and the application of key concepts and theories to the “real world.” |
The students who have succeeded in this course; Upon the completion of the course, students will learn: 1. the basic business terminology 2. the dynamics in the environment within which a business operates 3. social and ethical responsibility of businesses 4. the ownership of businesses and business structures 5. the role of management in a business setting and its functions 6. the major business functions including operations, marketing, and human resource management. |
The course will be carried out by examining the relationships between the businesses (including their management and structures) and their owners, employees, customers, as well as the global economic environment, the governments and the community. In this sense, in addition to reviewing the general business concepts, and economic environment; we will be focusing on the main functional areas of businesses and make the students understand how business dynamics interact. |
Week | Subject | Related Preparation |
1) | Introduction to the course | |
2) | The Business Environment | Bovee & Thill, Ch.1 |
3) | The Global Marketplace | Bovee & Thill, Ch.3 |
4) | Business Ethics and Corporate Social Responsibility | Bovee & Thill Ch.4 |
5) | Entrepreneurship | Bovee & Thill, Ch.6 |
6) | Yönetim Rolleri, İşlevleri ve Becerileri | Bovee & Thill, Ch.5 |
7) | Management Roles, Functions, and Skills | Bovee & Thill, Ch.7 |
8) | Midterm Exam (covering chapters 1, 3 and 4 from textbook) | |
8) | Midterm Exam | |
9) | Organization and Teamwork | Bovee & Thill, Ch.8 |
10) | Production Systems | Bovee & Thill, Ch.9 |
11) | Employee Motivation | Bovee & Thill, Ch.10 |
12) | Human Resource Management | Bovee & Thill, Ch.11 |
13) | Art and Science of Marketing | Bovee & Thill , Chs.12 Online Quiz |
14) | Finance and Businesses | Ebert & Griffin, Chs. 16 & 17 |
14) | Course Wrap-up |
Course Notes / Textbooks: | Business in Action (2020, 9th Global Edition) by Bovee, C.L. & Thill, J.V. Pearson Education. |
References: | Recommended Readings: Current issues of The Financial Times, New York Times, Bloomberg, Business Week, The Economist, Harvard Business Review, Business Strategy Review, as well as the business sections of daily local papers. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 15 |
Midterms | 1 | % 30 |
Final | 1 | % 55 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 13 | 39 |
Study Hours Out of Class | 14 | 155 |
Quizzes | 1 | 2 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 200 |
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. |