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 |
IB2522 | Import and Export Management | Spring | 3 | 0 | 3 | 10 |
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 : | Assist. Prof. FADİME İREM DOĞAN |
Recommended Optional Program Components: | None |
Course Objectives: | The course is designed to prepare students for the ever-changing environment of international trade. Topics include company policies towards exports, investigating and choosing export markets, international trade terminology, import-export risks, pricing and payment methods, export-import organization, logistics and financing. Topics are covered in class and within a company environment assigned by the department. |
The students who have succeeded in this course; 1.Defines the characteristics of doing business in a cross-cultural environment. 2.Develops managerial and policy-making aspects associated with trading internationally. Formulate procedures for international trade and ultimately manage this function on behalf of a company. 3.Helps understand and develop professional working skills in investigating and choosing export markets. 4.Develops professional working skills in export - import organization. 5.Develops practices in foreign trade pricing. 6. Helps understand the procedures related to payment methods and financing. 7.Helps understand the nature of foreign trade logistics. 8.Develops familiarity with the details of export-import documentation and steps 9.Makes knowledgeable of the basics of containerization and leasing practices. 10. Develops the basic skills for successful negotiations in importing and exporting. |
This course focuses on the practical aspects of managing export and import operations, including documentation, logistics, financing, and risk management in international trade. The teaching methods of this course include Technology-Enhanced Learning, and lectures. |
Week | Subject | Related Preparation |
1) | Introduction & Explanation of the Syllabus | |
2) | Introduction Definition of Foreign Trade | |
3) | International Export and Import | |
4) | Planning and Negotiating | |
5) | Selling with E-commerce | |
6) | Market Entry Decisions | |
7) | Entry Modes, Licensing and Franchising | |
8) | Midterm | |
9) | Customs and Foreign Trade Legislation | |
10) | Free Zones | |
11) | Incoterms | |
12) | Foreing Trade Regulations | |
13) | Types of Payments, Types of Documents | |
14) | Foreign Trade Incentives |
Course Notes / Textbooks: | International Marketing and Export Management, 6th Ed. Gerald Albaum & Edwin Duerr Prentice Hall, 2008 |
References: | none |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 20 | 10 | 200 |
Midterms | 3 | 1 | 3 |
Final | 1 | 2 | 2 |
Total Workload | 247 |
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. |