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 | Fall | 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. HAVVA PINAR İMER |
Course Lecturer(s): |
Dr. Öğr. Üyesi AYLA ESEN Assoc. Prof. HAVVA PINAR İMER Prof. Dr. AHMET ERKUŞ Dr. Öğr. Üyesi GÜLBERK GÜLTEKİN SALMAN |
Recommended Optional Program Components: | None |
Course Objectives: | The objective of this course is to develop an understanding of the roles, responsibilities, and skills required of individuals (managers and non-managers) in today’s changing organizations by analyzing the characteristics of successful managers and organizations. 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 finance |
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 | Ebert & Griffin, Ch.1 |
3) | Business Ethics and Social Responsibility | Ebert & Griffin, Ch.2 |
4) | Entrepreneurship, New Ventures and Business Ownership | Ebert & Griffin Ch.3 |
5) | The Global Context of Business | Ebert & Griffin, Ch.4 |
6) | Business Management | Ebert & Griffin, Ch.5 |
7) | Organizing the Business | Ebert & Griffin, Ch.6 |
8) | Midterm Exam | |
9) | Operations Management and Quality | Ebert & Griffin, Ch.7 |
10) | Employee Behavior and Motivation | Ebert & Griffin, Ch.8 |
11) | Leadership and Decision Making | Ebert & Griffin, Ch.9 |
12) | Marketing Processes and Consumer Behavior | Ebert & Griffin, Ch.11 |
13) | Marketing, Distributing and Promoting Products | Ebert & Griffin, Chs.12 & 13 |
14) | Finance and Businesses | Ebert & Griffin, Chs. 16 & 17 |
Course Notes / Textbooks: | Business Essentials (2017, 11th Global Edition) by Ebert, R. & Griffin, R., Pearson Education. |
References: | Contemporary Management (2019, 11th Edition) by Gareth R. Jones & Jennifer M. George, McGraw-Hill Education. İşletme Yöneticiliği (2018), Tamer Koçel, 17. Baskı, Beta Yayıncılık. The Financial Times, New York Times, Fortune, Business Week, The Economist, Harvard Business Review, Business Strategy Review and other business periodicals. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 2 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 40 |
Study Hours Out of Class | 15 | 48 |
Homework Assignments | 14 | 29 |
Final | 14 | 63 |
Total Workload | 180 |
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. |