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Program Type: 
Thesis
Non Thesis
Course Code: 
ACM 532
Course Type: 
Elective
P: 
3
Lab: 
0
Credits: 
3
ECTS: 
8
Course Language: 
English
Course Objectives: 

Objective of this course is to introduce the concepts of new technology that affects economy at macro and micro level. Main focus will be on the contribution of technologies like social networking,  Internet of things (IoT), virtual reality, digital entertainment-especially gaming, and mobile technologies to the global economic activity.  

Course Content: 

Digital Transformation of Economy: From Sharing Economy to Gaming

Global economy’s dependence on digital computing technologies have risen radically.  For example, sharing economy brought new business models by coordinating exchanges between individuals in much the same way as a traditional market, but doing so in a flexible, self-governing, and potentially revolutionary way.

Teaching Methods: 
1: Lecture, 2: Question-Answer, 3: Discussion
Assessment Methods: 
A: Exam, B:Presentation, C: Homework, D: Project, E: Laboratory

Vertical Tabs

Course Learning Outcomes

Learning Outcomes

Teaching Methods

Assessment Methods

Students should be able to define what an information system is; should be able to list the broad components of such as system; and should be able to discuss the advantages and pitfalls of such systems.

1,2,3

A,B,C,D,E

Students should know the basic steps involved with analysing and designing an information system, as well as the potential pitfalls in such endeavors.

1,2,3

A,B,C,D,E

Students should have an in-depth knowledge of how computers work to be able to make informed decisions with regard to their use in information systems, keeping in mind the technological trends

1,2,3

A,B,C,D,E

Students should know the various electronic commerce levels, their advantages and disadvantages, as well as the need for structured and object-oriented programming.

1,2,3

A,B,C,D,E

Course Flow

COURSE FLOW

Week

Topics

Sources

1)

Understanding a devoloping of the digital economy ecosystem,

Course notes

2)

Understanding of developing of the sharing economy technologies

Course notes

3)

Value and significance of IT technologies on economy and gaming industry

Course notes

4)

Theoretical and methodological researchs

Couse notes

5)

Predicting of developing gaming industry

Course notes

6)

Trends of developing gaming industry

Course notes

7)

Value creation models in sharing economy

Course notes

8)

Emerging business models of  gaming ındustry

Course notes

9)

Midterm exam

 

10)

Presentations

Course notes, online sources

11)

Presentations

Course notes, online sources

12)

Presentations

Course notes, online sources

13)

Presentations

Course notes, online sources

14)

Presentations

 

15)

Final Examination

 

Recommended Sources

SOURCES

Textbook

 

Additional Resources

Course web-side, course notes, course book, online analysis papers, midterm papers

Material Sharing

MATERIAL SHARING
Documents Course web-side, course notes
Homeworks Homework 1-2
Exams Midterm, final

Assessment

ASSESSMENT SYSTEM

IN-TERM STUDIES

NUMBER

PERCENTAGE

Mid-terms

1

35.71

Interm -papers

2

28.58

Homework

5

35.71

Total

 

100

CONTRIBUTION OF FINAL EXAMINATION TO OVERALL GRADE

 

30

CONTRIBUTION OF IN-TERM STUDIES TO OVERALL GRADE

 

70

Total

 

100

Course’s Contribution to Program

COURSE'S CONTRIBUTION TO PROGRAM
No Program Learning Outcomes Contribution
1 2 3 4 5  
1 E-Commerce and Technology Management Master graduated, Describe contemporary e-Commerce environment           X
2 E-Commerce and Technology Management Master graduated, Review concepts and terminology together with processes and management decisions involved         X  
3 E-Commerce and Technology Management Master graduated, Apply techniques of using of JavaScript, JScript, DHTML, CSS, ASP, XML documents to external resources       X    
4 E-Commerce and Technology Management Master graduated, Demonstrate an understanding of transforming and presentation languages         X  
5 E-Commerce and Technology Management Master graduated, Assess major e-Commerce opportunities, limitations, issues and risks           X
6 E-Commerce and Technology Management Master graduated, Skills in project and risk management, awareness about importance of entrepreneurship, innovation and long-term development, and recognition of international standards and methodologies.            X
 

 

7

E-Commerce and Technology Management Master graduated, Recognition of the need for, and the ability to access information, to follow recent developments in science and technology, and to engage in life-long learning.           X
8 E-Commerce and Technology Management Master graduated An ability to design, implement and evaluate an information system, component, process or program that meets specified requirements.       X    

ECTS

ECTS / WORK LOAD TABLE

Activities

Quantity

Duration
(Hour)

Total
Workload
(Hour)

Course Duration (Including the exam weeks: 15 x Total Course Hours)

15

3

45

Out-of-Class Study Time (Pre-Study, Practice)

15

6

90

Midterm Exam

1

15

15

Homework

1

30

30

Final Exam

1

20

20

Total Work Load

 

 

200

Total Work Load / 25 (h)

 

 

8

ECTS of the Course

 

 

8