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 |
BA2312 | Business Research Methods | Spring | 3 | 0 | 3 | 4 |
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. AHMET ERKUŞ |
Course Lecturer(s): |
Dr. Öğr. Üyesi GÜLBERK GÜLTEKİN SALMAN Prof. Dr. İPEK ALTINBAŞAK FARİNA |
Recommended Optional Program Components: | None |
Course Objectives: | This course is intended primarily for those who expect business and marketing intelligence to be an important part of their professional work. This includes not only those who plan to do marketing research, but those planning to go into other marketing jobs or who expect to be users of marketing research or clients of research departments or research vendors. Thus this course is aimed at the manager who is the ultimate user of business and marketing research and who is responsible for determining the scope and direction of research activities conducted on his/her behalf. |
The students who have succeeded in this course; I. Helps students understand the business and marketing research process and why it takes time and money to do it right. II. Develops ability to think conceptually and develop abstract ideas or concepts to more concrete solutions or results. III. Improves teaming and group effectiveness skills. IV. Develops skills in obtaining and interpreting secondary data using internet and library sources. V. Develops ability to conduct primary and secondary research, analyze results, develop findings, report and interpret results. VI. Improves written and verbal communication skills. VII. Builds up the knowledge of data analysis techniques. |
1st Week: Introduction and Early Phases of Business/Marketing Research 2nd Week: Defining the Business/Marketing Research Problem 3rd Week: Research Design 4th Week: Exploratory Research Design: Secondary Data and Qualitative Research 5th Week: Descriptive Research Design: Survey and Observation 6th Week: Measurement and Scaling: Fundamentals and Comparative Scaling 7th Week: Measurement and Scaling: Noncomparative Scaling Techniques 8th Week: Midterm 9th Week: Questionnaire Form Design 10th Week: Sampling: Design and Procedures 11th Week: Data Analysis: Examining Differences and Investigating Associations 12th Week: Qualitative Data Analysis 13th Week: Data Analysis by SPSS: Preliminary Steps 14th Week: Report writing |
Week | Subject | Related Preparation |
1) | 1st Week: Introduction and Early Phases of Business/Marketing Research | |
2) | 2nd Week: Defining the Business/Marketing Research Problem | |
3) | 3rd Week: Research Design | |
4) | 4th Week: Exploratory Research Design: Secondary Data and Qualitative Research | |
5) | 5th Week: Descriptive Research Design: Survey and Observation | |
6) | 6th Week: Measurement and Scaling: Fundamentals and Comparative Scaling | |
7) | 7th Week: Measurement and Scaling: Noncomparative Scaling Techniques | |
8) | 8th Week: Review | |
9) | 9th Week: Questionnaire Form Design | |
10) | 10th Week: Sampling: Design and Procedures | |
11) | 11th Week: Data Analysis: Examining Differences and Investigating Associations | |
12) | 12th Week: Qualitative Data Analysis | |
13) | 13th Week: Data Analysis by SPSS: Preliminary Steps | |
14) | 14th Week: Report writing |
Course Notes / Textbooks: | Required Text: Marketing Research: An Applied Orientation by Naresh K. Malhotra, Prentice-Hall, 6th edition. |
References: | Optional Texts: Research Methods for Business by Uma Sekaran and Roger Bougie, Wiley and Sons, 5th edition, 2010. Research Methods for Business Students, Mark Saunders, Adrian Thornhill, and Philip Lewis, 5th edition, Pearson Education Europe, Middle East & Africa. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 5 | % 25 |
Midterms | 1 | % 30 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 55 | |
PERCENTAGE OF FINAL WORK | % 45 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 40 |
Study Hours Out of Class | 15 | 56 |
Quizzes | 5 | 5 |
Midterms | 1 | 2 |
Final | 1 | 2 |
Total Workload | 105 |
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. |