Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI282 | ||||
Course Name: | Entrepreneurship Ecosystem | ||||
Semester: | Spring | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | Face to face | ||||
Course Coordinator: | Dr. Öğr. Üy. İSMAİL ERGEN | ||||
Course Lecturer(s): |
Dr. Öğr. Üy. İSMAİL ERGEN |
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Course Assistants: |
Course Objectives: | The aim of this course is for students from different departments to learn about entrepreneurship and to learn about inspiring ideas and generating them from experienced people from the sector. |
Course Content: | The content of this course is to learn the basic concepts used in the entrepreneurship ecosystem. To gain the ability to develop new ideas and present them to investors with a pitch deck presentation and to have the opportunity to learn from experienced names in the sector. |
The students who have succeeded in this course;
1) To have knowledge about entrepreneurship. 2) Being able to make pitch deck presentations to present entrepreneurial ideas. 3) Having knowledge about Design Thinking 4) Being able to think of new and creative entrepreneurial ideas |
Week | Subject | Related Preparation |
1) | Introduction to Entrepreneurship. This lesson is a beginner level entrepreneurship education that explains the basicconcepts and building blocks of entrepreneurship. | No need to preparation. |
2) | Design Thinking. Design Thinking, which is a non-linear, iterative process aimed at understanding users, challenging assumptions, redefining problems, and creating innovative solutions for prototyping and testing, is a groundbreaking method for startups and organizations alike. | No need to preparation. |
3) | Lean Startup. Lean entrepreneurship is a methodology that offers a scientific perspective to entrepreneurs and aspiring entrepreneurs to be successful in their ventures that they will establish and manage. | No need to preparation. |
4) | Business Idea Development | No need to preparation. |
5) | Successful Team Building | No need to preparation. |
6) | User-Centered Product Design | No need to preparation. |
7) | MVP Development and Test Methods | No need to preparation. |
8) | No Code and Low Code Based Prototype Test | No need to preparation |
9) | Sales Strategies for Startups | No need to preparation. |
10) | Digital Marketing Training | No need to preparation. |
11) | OKR and Business Management Training | No need to preparation. |
12) | Entrepreneurial Psychology Training | No need to preparation. |
13) | Product Development Training | No need to preparation. |
14) | Customer Experience Training | No need to preparation |
Course Notes / Textbooks: | Bu ders için ders kitabı yoktur. |
References: | There is no book for this course. |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
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Program Outcomes | ||||||||
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | ||||||||
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | ||||||||
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | ||||||||
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | ||||||||
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | ||||||||
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | ||||||||
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | ||||||||
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | |
2) | Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | |
3) | Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | |
4) | Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | |
5) | Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | |
6) | Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | |
7) | Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | |
8) | Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 30 |
Final | 1 | % 70 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 14 | 4 | 56 | ||||
Project | 2 | 10 | 20 | ||||
Midterms | 2 | 10 | 20 | ||||
Final | 3 | 10 | 30 | ||||
Total Workload | 126 |