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
ENR3001 Non-Technical Aspects of Engineering Spring 2 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Non-Departmental Elective
Course Level: Bachelor
Mode of Delivery: E-Learning
Course Coordinator : Prof. Dr. LÜTFİ ARDA
Course Lecturer(s): Prof. Dr. LÜTFİ ARDA
Course Objectives: (Ethics) The student will gain an understanding of the ethical responsibility of the engineer, be able to make ethical decisions taking into consideration different ethics theories and ethical problem-solving techniques, and be aware of professional codes of ethics.
(Project management) The student will learn how to define a project and estimate the schedule and costs using the critical path method.
(Risk and change management) The student will learn the basic concepts related to risk, and techniques to mitigate risk through change and development.
(Innovation) The student will aware of innovation and innovative strategies.
(Entrepreneurship) The student will learn that creativity management and innovation can lead to entrepreneurship.
(Engineering atandards) The student will be aware of national and international standards and how to search for them.
(Health and safety) The students will gain an appreciation of the importance of health and safety at work and be able to recognize health and safety risks. The students will have an understanding of how to start implementing a health and safety management program at an organization.
(Legal consequences of engineering solutions) The student will acquire knowledge on national and international enivornmental law and on patent and intellectual property law.
(Sustainable development) The students will be aware of the importance of sustainability issues, product recovery, and product recovery options.
(Global and social effects of engineering practices on health, environment and safety) The student will list the effects of industrial activities on environment and on human health; explain the causes and consequences of global climate change; diagram the total materials cycle and briefly discuss relevant issues that pertain to each stage in the cycle.
(Life-long learning) The student will construct and discuss the concept of life long learning as well as gaining for themselves the skill of life long learning."

Learning Outputs

The students who have succeeded in this course;
Students who have succeeded in this course will be able to:
1-to make engineering and organization decisions based on ethical thinking;
2-to manage projects taking into consideration organization structure and resource limitations;
3-to mitigate risk through change management;
4-to be innovative and entrepreneurial;
5-to understand, search for and know where to access engineering standards;
6-to integrate elements of health and safety in to their work environment;
7-to understand legal aspects of engineering;
8-to consider social and environmental effects of engineering, and
incorporate principles of sustainability into their practices and products;
9-to follow the principles of life-long learning.

Course Content

The course will cover very briefly at an introductory level: engineering ethics; project management; risk and change management; innovation; entrepreneurship; engineering standards; health and safety; legal consequences of engineering solutions; contemporary issues in engineering; sustainable development; global and social effects of engineering practices on health, environment and safety; life-long learning.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course. -
2) "Engineering ethics I: The professional Engineer and the social contract; The four moral theories, the right of professional conscience; professional codes of ethics, creating your own code." -
3) "Engineering ethics II: ethical problem-solving techniques; the nature of accidents, safety, case study; environmental ethics." -
4) Project management I: Project management; organizational strategy and project selection; selection criteria, managing the portfolio system; organizational structure and culture; defining the project; project team selection. -
5) Project management II: Estimating project time and costs; developing the project network; AON and AOA systems definition; CPM and PERT network systems; scheduling resources; reducing the project duration; project monitoring and control (the EV method). -
6) Risk and change management: Basic concept of risk and tools to mitigate risk through change management. -
7) "Innovation: Definition and importance of innovation, types of innovation, innovative strategies, new product development." -
8) Entrepreneurship: Definition and importance of entrepreneurship, types of entrepreneurship, entrepreneurship strategies, business models, start-ups, product portfolio management. -
9) "Engineering standards: The concept of standardization in engineering. The major standards and their associated professional bodies.Examples of national and international professional societies that publish engineering standards. ISO (International Organization for Standardization), Eurocodes, TS (Turkish Standards), and ANSI (the American National Standards Institute). Searching and accessing the standards." -
10) "Health and safety: What is safety and health? Safety and health historical development and role of specific health problems. Development of accident prevention programs. Development of safety organizations. Integrated approach to safety and health. Elements of a safety and health management program. Benefits of a management/employee team approach. Conducting a job/task hazard analysis " -
11) Legal consequences of engineering solutions: National and international environmental law; patent and intellectual property law. -
12) "Sustainable development: Product recovery options: Recyling, repairing, refurbishing, reremanufacturing." -
13) "Global and social effects of engineering practices on health, environment and safety: Air pollution and its effects. Causes and effects of climate change. Environmental and societal considerations in using materials for engineering practices." -
14) "Life-long learning: the focus of the lecture will be on ""learning to learn"" with its four pillars of education: 1. Learning to know 2. Learning to do 3. Learning to live together 4. Learning to be. Ability to access information, to follow developments, and to continue to educate ones self." -

Sources

Course Notes: 1. Engineering Ethics, Charles Fleddermann, Pearson Higher Education. 2. Managing innovation, Tidd&Bessant 3. Introduction to Entrepreneurship, Donald F. Kuratko 4. Occupational Safety and Health for Technologists, Engineers, and Managers, 8th Edition, Goetsch 5.Corum, A. (2016). Remanufacturing, an added value product recovery strategy. Handbook of research on waste management techniques for sustainability, 347-367. 6. D. Desonie, “Atmosphere, Air Pollution and its Effects”, Chelsea House Publishers, 2007. 7. D. Desonie, “Atmosphere, Causes and Effects of Climate Change”, Chelsea House Publishers, 2008. 8. W.D. Callister, D.G. Rethwisch, “Materials Science and Engineering”, Ninth Edition, John Wiley & Sons, Inc., 2014. 9. Delors, J. (1996) Learning: The treasure within. Report to UNESCO of the International Commission on Education for the Twenty-first Century, UNESCO"
References: Yok

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 0 % 0
Laboratory 0 % 0
Application 0 % 0
Field Work 0 % 0
Special Course Internship (Work Placement) 0 % 0
Quizzes 2 % 30
Homework Assignments 0 % 0
Presentation 0 % 0
Project 0 % 0
Seminar 0 % 0
Midterms 1 % 30
Preliminary Jury 0 % 0
Final 1 % 40
Paper Submission 0 % 0
Jury 0 % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 14 4 56
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 0 0 0
Quizzes 2 1 2
Preliminary Jury 0 0 0
Midterms 1 2 2
Paper Submission 0 0 0
Jury 0 0 0
Final 1 2 2
Total Workload 90

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.