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Course Detail

Course Description

CourseCodeSemesterT+P (Hour)CreditECTS
GAMIFICATION APPLICATIONS-Spring 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
AimThis course introduces participants to serious gaming and designing a gamified experience using gamification principles and techniques to influence behavior and decision-making.
Course ContentThis course contains; Introduction To Gamification ,Overview Of Gamification – MDA ,The Psychology of Play: Behavior And Motivation,Designing A Gamified Experience : Serious Games,Best Practices & Effective Gamified Experiences I

,Best Practices & Effective Gamified Experiences II,LAB Hours,LAB Hours,Persuasive Gaming: Behavior and Decision-Making,Guest Speaker / TBD

,User Testing ,LAB Hours,LAB Hours,In-Class Presentations.
Dersin Öğrenme KazanımlarıTeaching MethodsAssessment Methods
Comprehends gamification applications. 10, 13, 16, 19, 37, 4, 5, 9A, F, G
Able to use gamification to influence behavior and decision making. 19, 4, 5A, F
Able to design a gamified experience. 13, 16, 4, 5F
Able to design scenarios using the principles of serious games. 13, 19, 5A, F
Able to establish the relationship between serious games and behavioral design.13, 19, 4A
Teaching Methods:10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 37: Computer-Internet Supported Instruction, 4: Inquiry-Based Learning, 5: Cooperative Learning, 9: Lecture Method
Assessment Methods:A: Traditional Written Exam, F: Project Task, G: Quiz

Course Outline

OrderSubjectsPreliminary Work
1Introduction To Gamification Examining the course materials is advisable.
2Overview Of Gamification – MDA Key concepts must be comprehended.
3The Psychology of Play: Behavior And MotivationIt is necessary to search relevant literature.
4Designing A Gamified Experience : Serious GamesPrevious topics should be reinforced.
5Best Practices & Effective Gamified Experiences I

Preliminary questions must be solved.
6Best Practices & Effective Gamified Experiences IIQuestions should be directed to the instructor.
7LAB HoursMust participate in group activities.
8LAB HoursMust participate in group activities.
9Persuasive Gaming: Behavior and Decision-MakingCourse materials should be re-examined.
10Guest Speaker / TBD

Discussion topics should be reviewed.
11User Testing It is necessary to search relevant literature.
12LAB HoursI-The presentation preparation must be completed and presented in class.
13LAB HoursII- The presentation preparation must be completed and presented in class.
14In-Class PresentationsA general review should be done, and final questions should be asked.
Resources
1- Lecture Notes 2- Recent Articles

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.
2
Knows the basic theories of media and visual arts disciplines.
3
Knows the necessary computer programs and multi-media techniques in Media and Visual Arts.
4
Knows the aesthetic rules necessary in Media and Visual Arts.
5
Acts in a way that adheres to national and international ethical codes in professional and scientific studies.
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.
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.
11
Has the ability to produce, process and evaluate real, 2D and 3D images.
12
Applies visual design techniques in new media environments.
13
Has aesthetic awareness and understanding of design.
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.
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 Solving14342
Resolution of Homework Problems and Submission as a Report428
Term Project000
Presentation of Project / Seminar11515
Quiz313
Midterm Exam12121
General Exam12121
Performance Task, Maintenance Plan000
Total Workload(Hour)152
Dersin AKTS Kredisi = Toplam İş Yükü (Saat)/30*=(152/30)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
GAMIFICATION APPLICATIONS-Spring 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
AimThis course introduces participants to serious gaming and designing a gamified experience using gamification principles and techniques to influence behavior and decision-making.
Course ContentThis course contains; Introduction To Gamification ,Overview Of Gamification – MDA ,The Psychology of Play: Behavior And Motivation,Designing A Gamified Experience : Serious Games,Best Practices & Effective Gamified Experiences I

,Best Practices & Effective Gamified Experiences II,LAB Hours,LAB Hours,Persuasive Gaming: Behavior and Decision-Making,Guest Speaker / TBD

,User Testing ,LAB Hours,LAB Hours,In-Class Presentations.
Dersin Öğrenme KazanımlarıTeaching MethodsAssessment Methods
Comprehends gamification applications. 10, 13, 16, 19, 37, 4, 5, 9A, F, G
Able to use gamification to influence behavior and decision making. 19, 4, 5A, F
Able to design a gamified experience. 13, 16, 4, 5F
Able to design scenarios using the principles of serious games. 13, 19, 5A, F
Able to establish the relationship between serious games and behavioral design.13, 19, 4A
Teaching Methods:10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 37: Computer-Internet Supported Instruction, 4: Inquiry-Based Learning, 5: Cooperative Learning, 9: Lecture Method
Assessment Methods:A: Traditional Written Exam, F: Project Task, G: Quiz

Course Outline

OrderSubjectsPreliminary Work
1Introduction To Gamification Examining the course materials is advisable.
2Overview Of Gamification – MDA Key concepts must be comprehended.
3The Psychology of Play: Behavior And MotivationIt is necessary to search relevant literature.
4Designing A Gamified Experience : Serious GamesPrevious topics should be reinforced.
5Best Practices & Effective Gamified Experiences I

Preliminary questions must be solved.
6Best Practices & Effective Gamified Experiences IIQuestions should be directed to the instructor.
7LAB HoursMust participate in group activities.
8LAB HoursMust participate in group activities.
9Persuasive Gaming: Behavior and Decision-MakingCourse materials should be re-examined.
10Guest Speaker / TBD

Discussion topics should be reviewed.
11User Testing It is necessary to search relevant literature.
12LAB HoursI-The presentation preparation must be completed and presented in class.
13LAB HoursII- The presentation preparation must be completed and presented in class.
14In-Class PresentationsA general review should be done, and final questions should be asked.
Resources
1- Lecture Notes 2- Recent Articles

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.
2
Knows the basic theories of media and visual arts disciplines.
3
Knows the necessary computer programs and multi-media techniques in Media and Visual Arts.
4
Knows the aesthetic rules necessary in Media and Visual Arts.
5
Acts in a way that adheres to national and international ethical codes in professional and scientific studies.
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.
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.
11
Has the ability to produce, process and evaluate real, 2D and 3D images.
12
Applies visual design techniques in new media environments.
13
Has aesthetic awareness and understanding of design.
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.
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