Course Detail
Course Description
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|---|---|---|---|---|
GAMIFICATION APPLICATIONS | - | Spring Semester | 3+0 | 3 | 5 |
Course Program |
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 | This course introduces participants to serious gaming and designing a gamified experience using gamification principles and techniques to influence behavior and decision-making. |
Course Content | This 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 Kazanımları | Teaching Methods | Assessment Methods |
Comprehends gamification applications. | 10, 13, 16, 19, 37, 4, 5, 9 | A, F, G |
Able to use gamification to influence behavior and decision making. | 19, 4, 5 | A, F |
Able to design a gamified experience. | 13, 16, 4, 5 | F |
Able to design scenarios using the principles of serious games. | 13, 19, 5 | A, F |
Able to establish the relationship between serious games and behavioral design. | 13, 19, 4 | A |
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
Order | Subjects | Preliminary Work |
---|---|---|
1 | Introduction To Gamification | Examining the course materials is advisable. |
2 | Overview Of Gamification – MDA | Key concepts must be comprehended. |
3 | The Psychology of Play: Behavior And Motivation | It is necessary to search relevant literature. |
4 | Designing A Gamified Experience : Serious Games | Previous topics should be reinforced. |
5 | Best Practices & Effective Gamified Experiences I | Preliminary questions must be solved. |
6 | Best Practices & Effective Gamified Experiences II | Questions should be directed to the instructor. |
7 | LAB Hours | Must participate in group activities. |
8 | LAB Hours | Must participate in group activities. |
9 | Persuasive Gaming: Behavior and Decision-Making | Course materials should be re-examined. |
10 | Guest Speaker / TBD | Discussion topics should be reviewed. |
11 | User Testing | It is necessary to search relevant literature. |
12 | LAB Hours | I-The presentation preparation must be completed and presented in class. |
13 | LAB Hours | II- The presentation preparation must be completed and presented in class. |
14 | In-Class Presentations | A 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 | |||||||
No | Program Qualification | Contribution Level | |||||
1 | 2 | 3 | 4 | 5 | |||
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 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 | 14 | 3 | 42 | |||
Resolution of Homework Problems and Submission as a Report | 4 | 2 | 8 | |||
Term Project | 0 | 0 | 0 | |||
Presentation of Project / Seminar | 1 | 15 | 15 | |||
Quiz | 3 | 1 | 3 | |||
Midterm Exam | 1 | 21 | 21 | |||
General Exam | 1 | 21 | 21 | |||
Performance Task, Maintenance Plan | 0 | 0 | 0 | |||
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
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|---|---|---|---|---|
GAMIFICATION APPLICATIONS | - | Spring Semester | 3+0 | 3 | 5 |
Course Program |
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 | This course introduces participants to serious gaming and designing a gamified experience using gamification principles and techniques to influence behavior and decision-making. |
Course Content | This 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 Kazanımları | Teaching Methods | Assessment Methods |
Comprehends gamification applications. | 10, 13, 16, 19, 37, 4, 5, 9 | A, F, G |
Able to use gamification to influence behavior and decision making. | 19, 4, 5 | A, F |
Able to design a gamified experience. | 13, 16, 4, 5 | F |
Able to design scenarios using the principles of serious games. | 13, 19, 5 | A, F |
Able to establish the relationship between serious games and behavioral design. | 13, 19, 4 | A |
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
Order | Subjects | Preliminary Work |
---|---|---|
1 | Introduction To Gamification | Examining the course materials is advisable. |
2 | Overview Of Gamification – MDA | Key concepts must be comprehended. |
3 | The Psychology of Play: Behavior And Motivation | It is necessary to search relevant literature. |
4 | Designing A Gamified Experience : Serious Games | Previous topics should be reinforced. |
5 | Best Practices & Effective Gamified Experiences I | Preliminary questions must be solved. |
6 | Best Practices & Effective Gamified Experiences II | Questions should be directed to the instructor. |
7 | LAB Hours | Must participate in group activities. |
8 | LAB Hours | Must participate in group activities. |
9 | Persuasive Gaming: Behavior and Decision-Making | Course materials should be re-examined. |
10 | Guest Speaker / TBD | Discussion topics should be reviewed. |
11 | User Testing | It is necessary to search relevant literature. |
12 | LAB Hours | I-The presentation preparation must be completed and presented in class. |
13 | LAB Hours | II- The presentation preparation must be completed and presented in class. |
14 | In-Class Presentations | A 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 | |||||||
No | Program Qualification | Contribution Level | |||||
1 | 2 | 3 | 4 | 5 | |||
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 Level | Absolute Evaluation | |
Rate of Midterm Exam to Success | 40 | |
Rate of Final Exam to Success | 60 | |
Total | 100 |