Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
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| Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Has knowledge about the general structure of the financial system.
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2) Has knowledge about the role of financial markets and market participants.
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3) Has knowledge about financial institutions and can list their functions.
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4) Learns different types of banking and reaches a level of knowledge to distinguish between them.
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| Skills
(Describe as Cognitive and/or Practical Skills.)
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| Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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| Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
| 1) |
Financial system and the role of financial institutions, financial institutions, market structure, financial instruments, asymmetric information, adverse selection problem, moral hazard. |
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| 2) |
Supervision and surveillance in financial markets. Supervisory and regulatory institutions, legal and administrative order in financial markets. |
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| 3) |
Capital Markets Board of Turkey (CMBT), Banking Regulation and Supervision Agency (BRSA), Savings Deposit Insurance Fund (SDIF), Basel banking regulations, other regulatory institutions. |
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| 4) |
Central banks, the Central Bank of the Republic of Turkey, history, process, open market operations. |
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| 5) |
Commercial banks, history of commercial banks, fund management in commercial banks, the Banks Association of Turkey, foreign share in the banking sector. |
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| 6) |
Development and Investment Banks, historical evaluation, activities of the development and investment banks, development banks operating in Turkey. |
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| 7) |
Factoring, leasing, financing and asset management companies. |
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| 8) |
Insurance companies, histerocial evaluation, operations of insurance companies, private pension system and functions. |
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| 9) |
Stock exchanges market, historical development of related markets, stock markets in developed and developing countries, Borsa Istanbul (BIST) and Bist Markets. |
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| 10) |
Foreign exchange market, determination of exchange rates in foreign exchange markets, parity conditions, purchasing power parity, interest rate parity, Fisher equation. |
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| 11) |
Risks held by investors in financial markets, risks faced by financial institutions, hedging. |
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| 12) |
Derivative Instruments market, Derivative instruments, options, forward, futures, swap and commodity futures markets. |
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| 13) |
An overview of money and capital market instruments, treasury bills, bonds, repo, commercial bills, Lease certificate. |
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| 14) |
Forex markets and cryptocurrency markets. |
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
| 1) |
Can explain the concepts relating to the computer science and design techniques required in digital game design. |
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| 2) |
They can keep abreast of developments in advanced technologies and digital transformation, embrace a sense of ethical and social responsibility, and take these into account in their work. |
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| 3) |
He can apply game design elements in various fields within the context of gamification. |
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| 4) |
Can analyse historical and theoretical knowledge relating to analogue and digital games. |
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| 5) |
They can develop designs in a digital environment by using their three-dimensional thinking skills. |
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| 6) |
They can analyse design elements by applying their theoretical knowledge during the game development process. |
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| 7) |
They can analyse design elements by applying their theoretical knowledge during the game development process. |
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| 8) |
You can solve problems by using artificial intelligence techniques during the game development process. |
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| 9) |
They can apply calculations based on the principles of mathematics and physics in game design processes. |
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| 10) |
They can apply animation techniques in digital games developed for various platforms. |
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| WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
| Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Course |
14 |
3 |
42 |
| 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 |
1 |
14 |
14 |
| Presentations / Seminar |
1 |
15 |
15 |
| Project |
0 |
0 |
0 |
| Homework Assignments |
0 |
0 |
0 |
| Total Workload of Teaching & Learning Activities |
- |
- |
71 |
| WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
| Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Quizzes |
0 |
0 |
0 |
| Midterms |
1 |
36 |
36 |
| Semester Final Exam |
1 |
46 |
46 |
| Total Workload of Assesment & Evaluation Activities |
- |
- |
82 |
| TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
153 |
| ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
6 |