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 |
BA2223 | Principles of Accounting I | 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 : | Prof. Dr. ELİF OKAN |
Course Lecturer(s): |
Prof. Dr. FİGEN TÜRÜDÜOĞLU Assoc. Prof. HÜMEYRA ADIGÜZEL Prof. Dr. FATMA ÖZKUL |
Recommended Optional Program Components: | None |
Course Objectives: | Principles of Accounting I is a course that introduces students to the fundamentals of financial accounting. Financial accounting is the field of accounting that provides economics and financial information for external users, such as investors and creditors.This course deals mainly with accounting cycle, recording and adjusting process and accounting for merchandising operations. After completing this course, the students are expected to learn how to record the financial iformation and prepare financial statements. |
The students who have succeeded in this course; The students who have succeeded in this course; 1. Learn to comprehend a new discipline in detail 2. Build a good background in financial matters 3. Learn the basic information about financial reporting 4. Learn the effects of financial factors on business performance, in short, to establish cause-effect relationships. 5. Learn the terminology of this discipline in English |
Principles of Accounting I course teaches the fundamental concepts and practices of financial accounting. This course covers the preparation and analysis of essential financial statements, including the balance sheet, income statement, and cash flow statement. Students will learn to apply the accounting cycle and basic accounting principles, enhancing their financial reporting skills. |
Week | Subject | Related Preparation |
1) | Orientation Explanation of Course syllabus and my accounting lab | |
2) | Accounting and Business Environment Accounting profession, accounting concepts and principles, the accounting equation, using financial statement to evaluate business performance | Quiz |
3) | Recording Business Transactions The account, the journal and the ledger; debits, credits, and double -entry accounting; steps of the transaction recording process | Quiz Homework |
4) | Recording Business Transactions Journalizing transactions and preparing the trial balance | Quiz Homework |
5) | The Adjusting Process Accrual accounting versus cash basis accounting, adjusting entries | Quiz Homework |
6) | The Adjusting Process The adjusted trial balance and preparing the statements, relationships among the financial statements | Quiz Homework |
7) | Review | |
8) | Completing the Accounting Cycle Closing the accounts, post-closing trial balance | Quiz Homework |
9) | Completing the Accounting Cycle Classifying assets and liabilities, the classified balance sheet | Quiz Homework |
10) | Merchandising Operations Two types of inventory systems, account for purchase of inventory | Quiz Homework |
11) | Merchandising Operations Account for sale of inventory | Quiz Homework |
12) | Merchandise Inventory Inventory costing methods | Quiz Homework |
13) | Merchandise Inventory Inventory costing methods | Quiz Homework |
14) | Final review, problem session |
Course Notes / Textbooks: | The name and other information of the e-textbook are given below; Horngren’s Accounting, the Financial Chapters, Pearson, 11th Global Edition Authors: Nobles, Mattison, Matsumura Resourses are very important for this course. Students must have the CODE (not the textbook) to reach the course material (like e-textbook, power point presentations) and also to get connected to the MYACCOUNTINGLAB platform which will be used for this course. Therefore you MUST have the CODE. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 10 | % 20 |
Homework Assignments | 9 | % 20 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 13 | 39 |
Homework Assignments | 10 | 29 |
Quizzes | 10 | 30 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 144 |
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. |