IF4838 Timing and Forecasting in Financial MarketsBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
IF4838 Timing and Forecasting in Financial Markets Spring 3 0 3 9
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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. BAHAR KÖSEOĞLU
Course Lecturer(s): Assoc. Prof. HAKKI ÖZTÜRK
Recommended Optional Program Components: None
Course Objectives: Timing and forecasting in financial markets using technical analysis is forecasting of market prices of any securities or commodities by the process of analyzing a security’s historical prices. “Technical analysis is based upon the idea that markets move in trends, and that trends are determined by investor's reactions to a wide variety of changing forces" (Martin J.Pring). Technical Analysis is somewhat different from other courses in the sense that it is more art than science. It is about subjectively evaluating and interpreting formations and signals, then decide according to these criteria about the possible direction of the stock and the market. Due to this nature, it is basically a practice oriented course.
I will be using the programs Bloomberg, Metastock, and Foreks with real-time market data.

Learning Outcomes

The students who have succeeded in this course;
At the end of the course, you will be able to:

1. gained knowledge about Dow Theory
2. acquired in-depth knowledge of the principles of technical analysis.
3. Developed understanding of trendlines
4. gained insight into indicators.
5. acquired the competence to understand various patterns

Course Content

Metastock program, price charts, major indicators and oscillators , timing in security markets, construct a buy-sell systems

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction Course Schedule Expectations
2) Technical Analysis versus Fundamental Analysis
3) Introduction to Technical Market Analysis. What is Technical Analysis? Does it work? Dow Theory, Objections to Technical Analysis and Efficiency Hypothesis.
4) What is a trend? Support and Resistance Lines
5) Major Patterns: Double Tops, Double Bottoms, Head and Shoulders, Triangles, Flags, etc.
6) Major Patterns: Double Tops, Double Bottoms, Head and Shoulders, Triangles, Flags, etc.
7) Charts: Bar, Line, Point and Figure, Candlesticks
7) Momentum, P(ROC)
8) Fibonnacci Analysis Gaps
9) Midterm Exam
10) Concept of Moving Averages, Creating a Moving Average Signal, Different Types of Moving Averages
11) Indicators and Oscillators: RSI, MACD, Stochastic ROC, Momentum
12) Indicators and Oscillators:Trix, Directional Moving Indicator
13) Divergency and Divergence Trading
14) Review and Questions-Answers Session

Sources

Course Notes / Textbooks: Martin J. Pring. "Technical Analysis Explained. The Successful Investor's Guide to Spotting Investment Trends and Turning Points", McGraw- Hill, 2014.

Hakkı Öztürk "How Rewarding Is Divergence Trading In Technical Analysis? Emprical Tests For Stock Exchanges, Commodities and Currency Pairs", LAP, Germany, 2017. (with M. Fatih Güneş)


References:
Martin J. Pring. "Technical Analysis Explained. The Successful Investor's Guide to Spotting Investment Trends and Turning Points", McGraw- Hill, 2014.

Hakkı Öztürk "How Rewarding Is Divergence Trading In Technical Analysis? Emprical Tests For Stock Exchanges, Commodities and Currency Pairs", LAP, Germany, 2017. (with M. Fatih Güneş)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 50
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 14 2 28
Study Hours Out of Class 14 3 42
Homework Assignments 1 25 25
Midterms 1 35 35
Final 1 45 45
Total Workload 217

Contribution of Learning Outcomes to Programme Outcomes

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.