Course Detail
Course Description
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|---|---|---|---|---|
INTRO to GAMIFICATION | YMİ3114121 | Fall Semester | 3+0 | 3 | 5 |
Course Program | Çarşamba 14:30-15:15 Çarşamba 15:30-16:15 Çarşamba 16:30-17:15 |
Prerequisites Courses | |
Recommended Elective Courses |
Language of Course | Turkish |
Course Level | First Cycle (Bachelor's Degree) |
Course Type | Elective |
Course Coordinator | Assoc.Prof. Yeşim ESGİN |
Name of Lecturer(s) | Assoc.Prof. Yeşim ESGİN |
Assistant(s) | Assoc.Prof. Yeşim Esgin |
Aim | The aim of this course is to teach participants marketing-oriented gamification strategies as well as to provide information about changing marketing components and current applications. |
Course Content | This course contains; Game Thinking & Game Design ,Gamification ,Game Theories ,MDA Framework ,Game Mechanics ,Game Dynamics ,Player Types & Motivations ,Designing Loyalty Campaigns ,Gamification Case Studies ,Reward Planning & Discussion Session ,Gamification Design Framework,Design Thinking ,In Class Applications - Q&A ,Group Presentations . |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
Comprehends the general principles of gamification. | 10, 13, 16, 19, 2, 37, 5 | A, F |
Comprehends the general principles of game design. | 13, 9 | A |
Able to write gamification scenarios. | 13, 19, 4, 5 | F |
Able to rearrange created gamifications. | 19, 5 | F |
Recognizes the elements used in loyalty marketing. | 10, 19 | A, F |
Teaching Methods: | 10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 2: Project Based Learning Model, 37: Computer-Internet Supported Instruction, 4: Inquiry-Based Learning, 5: Cooperative Learning, 9: Lecture Method |
Assessment Methods: | A: Traditional Written Exam, F: Project Task |
Course Outline
Order | Subjects | Preliminary Work |
---|---|---|
1 | Game Thinking & Game Design | Examining the course materials is advisable. |
2 | Gamification | Key concepts must be comprehended. |
3 | Game Theories | It is necessary to search relevant literature. |
4 | MDA Framework | Previous topics should be reinforced. |
5 | Game Mechanics | Preliminary questions must be solved. |
6 | Game Dynamics | Reviewing previous lecture notes is recommended. |
7 | Player Types & Motivations | Questions should be directed to the instructor. |
8 | Designing Loyalty Campaigns | Course materials should be re-examined. |
9 | Gamification Case Studies | Discussion topics should be reviewed. |
10 | Reward Planning & Discussion Session | Must participate in group activities. |
11 | Gamification Design Framework | Must participate in group activities. |
12 | Design Thinking | I-The presentation preparation must be completed and presented in class. |
13 | In Class Applications - Q&A | II- The presentation preparation must be completed and presented in class. |
14 | Group Presentations | A general review should be done, and final questions should be asked. |
Resources |
- Gamification by Design: Implementing Game Mechanics in Web and Mobile App, Gabe Zichermann & Christopher Cunningham, 2011, O’Reilly Media,Canada - Gamification Mindset,Ole Goethe,2019, Springer,Cham, Switzerland |
Course Contribution to Program Qualifications
Course Contribution to Program Qualifications | |||||||
No | Program Qualification | Contribution Level | |||||
1 | 2 | 3 | 4 | 5 | |||
1 | Knows the basic concepts and theoretical grounds related to the field. | X | |||||
2 | Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions. | ||||||
3 | Analyzes the needs of the media organizations and plans and applies strategies accordingly. | X | |||||
4 | Plans new media projects and implements them. | X | |||||
5 | Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems. | X | |||||
6 | Takes place as a member in a project-based teamwork; leads projects and plans events. | X | |||||
7 | Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications. | ||||||
8 | Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently. | X | |||||
9 | To be able to communicate orally and in writing in a foreign language at least at the B1 level of the European Language Portfolio. | ||||||
10 | Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly. | X | |||||
11 | Plans social responsibility events and takes a role in implementation process. | ||||||
12 | Acts in accordance with ethical codes in professional and scientific works. | X | |||||
13 | Uses tools related to new media and communications, efficiently. | X | |||||
14 | Develops and implement new media projects specifically developed for media organizations. | X | |||||
15 | Sensitive to the environment, the universality of social rights and the protection of cultural values. | ||||||
16 | Knowledgeable about occupational health and safety and can use this information when necessary. | ||||||
17 | Uses Turkish language fluently and accurately in scientific and professional works. |
Assessment Methods
Contribution Level | Absolute Evaluation | |
Rate of Midterm Exam to Success | 40 | |
Rate of Final Exam to Success | 60 | |
Total | 100 |
ECTS / Workload Table | ||||||
Activities | Number of | Duration(Hour) | Total Workload(Hour) | |||
Course Hours | 14 | 3 | 42 | |||
Guided Problem Solving | 0 | 0 | 0 | |||
Resolution of Homework Problems and Submission as a Report | 4 | 8 | 32 | |||
Term Project | 0 | 0 | 0 | |||
Presentation of Project / Seminar | 4 | 4 | 16 | |||
Quiz | 1 | 14 | 14 | |||
Midterm Exam | 1 | 20 | 20 | |||
General Exam | 1 | 30 | 30 | |||
Performance Task, Maintenance Plan | 0 | 0 | 0 | |||
Total Workload(Hour) | 154 | |||||
Dersin AKTS Kredisi = Toplam İş Yükü (Saat)/30*=(154/30) | 5 | |||||
ECTS of the course: 30 hours of work is counted as 1 ECTS credit. |
Detail Informations of the Course
Course Description
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|---|---|---|---|---|
INTRO to GAMIFICATION | YMİ3114121 | Fall Semester | 3+0 | 3 | 5 |
Course Program | Çarşamba 14:30-15:15 Çarşamba 15:30-16:15 Çarşamba 16:30-17:15 |
Prerequisites Courses | |
Recommended Elective Courses |
Language of Course | Turkish |
Course Level | First Cycle (Bachelor's Degree) |
Course Type | Elective |
Course Coordinator | Assoc.Prof. Yeşim ESGİN |
Name of Lecturer(s) | Assoc.Prof. Yeşim ESGİN |
Assistant(s) | Assoc.Prof. Yeşim Esgin |
Aim | The aim of this course is to teach participants marketing-oriented gamification strategies as well as to provide information about changing marketing components and current applications. |
Course Content | This course contains; Game Thinking & Game Design ,Gamification ,Game Theories ,MDA Framework ,Game Mechanics ,Game Dynamics ,Player Types & Motivations ,Designing Loyalty Campaigns ,Gamification Case Studies ,Reward Planning & Discussion Session ,Gamification Design Framework,Design Thinking ,In Class Applications - Q&A ,Group Presentations . |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
Comprehends the general principles of gamification. | 10, 13, 16, 19, 2, 37, 5 | A, F |
Comprehends the general principles of game design. | 13, 9 | A |
Able to write gamification scenarios. | 13, 19, 4, 5 | F |
Able to rearrange created gamifications. | 19, 5 | F |
Recognizes the elements used in loyalty marketing. | 10, 19 | A, F |
Teaching Methods: | 10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 2: Project Based Learning Model, 37: Computer-Internet Supported Instruction, 4: Inquiry-Based Learning, 5: Cooperative Learning, 9: Lecture Method |
Assessment Methods: | A: Traditional Written Exam, F: Project Task |
Course Outline
Order | Subjects | Preliminary Work |
---|---|---|
1 | Game Thinking & Game Design | Examining the course materials is advisable. |
2 | Gamification | Key concepts must be comprehended. |
3 | Game Theories | It is necessary to search relevant literature. |
4 | MDA Framework | Previous topics should be reinforced. |
5 | Game Mechanics | Preliminary questions must be solved. |
6 | Game Dynamics | Reviewing previous lecture notes is recommended. |
7 | Player Types & Motivations | Questions should be directed to the instructor. |
8 | Designing Loyalty Campaigns | Course materials should be re-examined. |
9 | Gamification Case Studies | Discussion topics should be reviewed. |
10 | Reward Planning & Discussion Session | Must participate in group activities. |
11 | Gamification Design Framework | Must participate in group activities. |
12 | Design Thinking | I-The presentation preparation must be completed and presented in class. |
13 | In Class Applications - Q&A | II- The presentation preparation must be completed and presented in class. |
14 | Group Presentations | A general review should be done, and final questions should be asked. |
Resources |
- Gamification by Design: Implementing Game Mechanics in Web and Mobile App, Gabe Zichermann & Christopher Cunningham, 2011, O’Reilly Media,Canada - Gamification Mindset,Ole Goethe,2019, Springer,Cham, Switzerland |
Course Contribution to Program Qualifications
Course Contribution to Program Qualifications | |||||||
No | Program Qualification | Contribution Level | |||||
1 | 2 | 3 | 4 | 5 | |||
1 | Knows the basic concepts and theoretical grounds related to the field. | X | |||||
2 | Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions. | ||||||
3 | Analyzes the needs of the media organizations and plans and applies strategies accordingly. | X | |||||
4 | Plans new media projects and implements them. | X | |||||
5 | Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems. | X | |||||
6 | Takes place as a member in a project-based teamwork; leads projects and plans events. | X | |||||
7 | Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications. | ||||||
8 | Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently. | X | |||||
9 | To be able to communicate orally and in writing in a foreign language at least at the B1 level of the European Language Portfolio. | ||||||
10 | Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly. | X | |||||
11 | Plans social responsibility events and takes a role in implementation process. | ||||||
12 | Acts in accordance with ethical codes in professional and scientific works. | X | |||||
13 | Uses tools related to new media and communications, efficiently. | X | |||||
14 | Develops and implement new media projects specifically developed for media organizations. | X | |||||
15 | Sensitive to the environment, the universality of social rights and the protection of cultural values. | ||||||
16 | Knowledgeable about occupational health and safety and can use this information when necessary. | ||||||
17 | Uses Turkish language fluently and accurately in scientific and professional works. |
Assessment Methods
Contribution Level | Absolute Evaluation | |
Rate of Midterm Exam to Success | 40 | |
Rate of Final Exam to Success | 60 | |
Total | 100 |