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Course Detail

Course Description

CourseCodeSemesterT+P (Hour)CreditECTS
INTRO to GAMIFICATION-Fall Semester3+035
Course Program
Prerequisites Courses
Recommended Elective Courses
Language of CourseTurkish
Course LevelFirst Cycle (Bachelor's Degree)
Course TypeElective
Course CoordinatorAssoc.Prof. Yeşim ESGİN
Name of Lecturer(s)Assoc.Prof. Yeşim ESGİN
Assistant(s)Assoc.Prof. Yeşim Esgin
AimThe 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 ContentThis 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 KazanımlarıTeaching MethodsAssessment Methods
Comprehends the general principles of gamification.10, 13, 16, 19, 2, 37, 5A, F
Comprehends the general principles of game design.13, 9A
Able to write gamification scenarios.13, 19, 4, 5F
Able to rearrange created gamifications.19, 5F
Recognizes the elements used in loyalty marketing.10, 19A, 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

OrderSubjectsPreliminary Work
1Game Thinking & Game Design
Examining the course materials is advisable.
2Gamification
Key concepts must be comprehended.
3Game Theories
It is necessary to search relevant literature.
4MDA Framework
Previous topics should be reinforced.
5Game Mechanics
Preliminary questions must be solved.
6Game Dynamics
Reviewing previous lecture notes is recommended.
7Player Types & Motivations
Questions should be directed to the instructor.
8Designing Loyalty Campaigns
Course materials should be re-examined.
9Gamification Case Studies
Discussion topics should be reviewed.
10Reward Planning & Discussion Session
Must participate in group activities.
11Gamification Design FrameworkMust participate in group activities.
12Design Thinking

I-The presentation preparation must be completed and presented in class.
13In Class Applications - Q&A

II- The presentation preparation must be completed and presented in class.
14Group 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
NoProgram QualificationContribution Level
12345
1
Knows the basic concepts of Media and Visual Arts disciplines.
X
2
Knows the basic theories of media and visual arts disciplines.
X
3
Knows the necessary computer programs and multi-media techniques in Media and Visual Arts.
X
4
Knows the aesthetic rules necessary in Media and Visual Arts.
X
5
Acts in a way that adheres to national and international ethical codes in professional and scientific studies.
X
6
Understands the symbol systems of cultures.
7
Analyzes the facts related to Media and Visual Arts in their dimensions.
8
Plans the visual design process in line with the needs of institutions/individuals.
X
9
Carries out the visual communication process in line with the needs of institutions/individuals.
10
Uses the tools, methods and techniques required for Media and Visual Arts practices.
X
11
Has the ability to produce, process and evaluate real, 2D and 3D images.
12
Applies visual design techniques in new media environments.
X
13
Has aesthetic awareness and understanding of design.
X
14
Performs their profession by taking into consideration the "Occupational Health and Safety" rules.
15
Solve problems that arise by taking responsibility in projects related to Media and Visual Arts.
X
16
Can transform theoretical and factual problems of Media and Visual Arts disciplines and sub-disciplines into publications using scientific methods.
17
Regularly follows the developments in the field of Media and Visual Arts and uses them effectively in her work.
18
Uses Turkish fluently and accurately in scientific and professional studies.
19
Can read and understand at least one foreign language at B1 level.
20
Plans and takes part in social responsibility projects.
21
Incorporates artificial intelligence (artificial learning/machine learning) into the creation process.

Assessment Methods

Contribution LevelAbsolute Evaluation
Rate of Midterm Exam to Success 40
Rate of Final Exam to Success 60
Total 100
ECTS / Workload Table
ActivitiesNumber ofDuration(Hour)Total Workload(Hour)
Course Hours14342
Guided Problem Solving000
Resolution of Homework Problems and Submission as a Report4832
Term Project000
Presentation of Project / Seminar4416
Quiz11414
Midterm Exam12020
General Exam13030
Performance Task, Maintenance Plan000
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

CourseCodeSemesterT+P (Hour)CreditECTS
INTRO to GAMIFICATION-Fall Semester3+035
Course Program
Prerequisites Courses
Recommended Elective Courses
Language of CourseTurkish
Course LevelFirst Cycle (Bachelor's Degree)
Course TypeElective
Course CoordinatorAssoc.Prof. Yeşim ESGİN
Name of Lecturer(s)Assoc.Prof. Yeşim ESGİN
Assistant(s)Assoc.Prof. Yeşim Esgin
AimThe 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 ContentThis 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 KazanımlarıTeaching MethodsAssessment Methods
Comprehends the general principles of gamification.10, 13, 16, 19, 2, 37, 5A, F
Comprehends the general principles of game design.13, 9A
Able to write gamification scenarios.13, 19, 4, 5F
Able to rearrange created gamifications.19, 5F
Recognizes the elements used in loyalty marketing.10, 19A, 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

OrderSubjectsPreliminary Work
1Game Thinking & Game Design
Examining the course materials is advisable.
2Gamification
Key concepts must be comprehended.
3Game Theories
It is necessary to search relevant literature.
4MDA Framework
Previous topics should be reinforced.
5Game Mechanics
Preliminary questions must be solved.
6Game Dynamics
Reviewing previous lecture notes is recommended.
7Player Types & Motivations
Questions should be directed to the instructor.
8Designing Loyalty Campaigns
Course materials should be re-examined.
9Gamification Case Studies
Discussion topics should be reviewed.
10Reward Planning & Discussion Session
Must participate in group activities.
11Gamification Design FrameworkMust participate in group activities.
12Design Thinking

I-The presentation preparation must be completed and presented in class.
13In Class Applications - Q&A

II- The presentation preparation must be completed and presented in class.
14Group 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
NoProgram QualificationContribution Level
12345
1
Knows the basic concepts of Media and Visual Arts disciplines.
X
2
Knows the basic theories of media and visual arts disciplines.
X
3
Knows the necessary computer programs and multi-media techniques in Media and Visual Arts.
X
4
Knows the aesthetic rules necessary in Media and Visual Arts.
X
5
Acts in a way that adheres to national and international ethical codes in professional and scientific studies.
X
6
Understands the symbol systems of cultures.
7
Analyzes the facts related to Media and Visual Arts in their dimensions.
8
Plans the visual design process in line with the needs of institutions/individuals.
X
9
Carries out the visual communication process in line with the needs of institutions/individuals.
10
Uses the tools, methods and techniques required for Media and Visual Arts practices.
X
11
Has the ability to produce, process and evaluate real, 2D and 3D images.
12
Applies visual design techniques in new media environments.
X
13
Has aesthetic awareness and understanding of design.
X
14
Performs their profession by taking into consideration the "Occupational Health and Safety" rules.
15
Solve problems that arise by taking responsibility in projects related to Media and Visual Arts.
X
16
Can transform theoretical and factual problems of Media and Visual Arts disciplines and sub-disciplines into publications using scientific methods.
17
Regularly follows the developments in the field of Media and Visual Arts and uses them effectively in her work.
18
Uses Turkish fluently and accurately in scientific and professional studies.
19
Can read and understand at least one foreign language at B1 level.
20
Plans and takes part in social responsibility projects.
21
Incorporates artificial intelligence (artificial learning/machine learning) into the creation process.

Assessment Methods

Contribution LevelAbsolute Evaluation
Rate of Midterm Exam to Success 40
Rate of Final Exam to Success 60
Total 100

Numerical Data

Student Success

Ekleme Tarihi: 05/10/2023 - 13:56Son Güncelleme Tarihi: 05/10/2023 - 13:57