Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI192 | ||||
Course Name: | Introduction to Business Functions | ||||
Semester: | Fall | ||||
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: | E-Learning | ||||
Course Coordinator: | Dr. Öğr. Üy. ELİF ÇİÇEKLİ | ||||
Course Lecturer(s): | Dr. Elif Cicekli | ||||
Course Assistants: |
Course Objectives: | This course aims to: 1. Introduce students to basic business concepts and practices. 2. Acquaint students with the issues on business environment, business ethics and corporate social responsibility, entrepreneurship, and global context of business. 3. Familiarize students with the concepts and practices in managing and organizing businesses. 4. Provide students an understanding of the issues of management, organization, motivation, leadership, and marketing. 5. Enable students to carry out research, prepare, and present a project on the topics of the course as member of a team. |
Course Content: | This course is designed to introduce students to the world of business and show how businesses operate in a changing business environment. The course informs students about business environment, business ethics and corporate social responsibility, entrepreneurship, and global context of business, and provides them with a foundation in the issues of management, organization, motivation, leadership, and marketing. |
The students who have succeeded in this course;
1) On successful completion of this course, the students will be able to; 1. Describe basic business concepts and practices. 2) Explain the issues on business environment, business ethics and corporate social responsibility, entrepreneurship, and global context of business. 3) Outline the concepts and practices in managing and organizing businesses. 4) Analyze the issues in management, organization, motivation, leadership, and marketing. 5) Carry out research, prepare, and present a project on the topics of the course as member of a team. |
Week | Subject | Related Preparation |
1) | Introduction to the topics of the course | |
2) | Introduction to Business Concepts | |
3) | Business Ethics and Social Responsibility | |
4) | Entrepreneurship, New Ventures and Business Ownership | |
5) | The Global Context of Business | |
6) | Managing the Business | |
7) | Organizing the Business | |
8) | Organizing the Business | |
9) | Employee Motivation | |
10) | Leadership and Decision Making | |
11) | Marketing Processes and Consumer Behavior | |
12) | Overview of the course subjects and final exam topics | |
13) | Project Presentations | |
14) | Project Presentations | |
15) | Final Exam Period | |
16) | Final Exam Period |
Course Notes / Textbooks: | Ebert, R. J., & Griffin, R. W. (2019). Business Essentials (12th Global ed.). New York, NY: Pearson. |
References: | Bovee, C. L., & Thill, J. V. (2017). Business in Action (8th ed.). Essex, England: Pearson Education Limited. |
Course Learning Outcomes | 1 |
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3 |
4 |
5 |
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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 |
Project | 1 | % 20 |
Midterms | 1 | % 40 |
Final | 1 | % 40 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Project | 10 | 25 |
Midterms | 6 | 20 |
Final | 9 | 26 |
Total Workload | 113 |