Course Description
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|---|---|---|---|---|
INTRO to GAMIFICATION | - | Fall Semester | 3+0 | 3 | 5 |
Course Program |
Prerequisites Courses | |
Recommended Elective Courses |
Language of Course | English |
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) | |
Aim | The aim of this course is to provide students core elements of gamification. The course allows participants to gain insights about gamification in marketing and to learn fundamentals of game design elements. |
Course Content | This course contains; Introduction to Gamification,Game & Gamification,Player Types & Motivations I,Player Types & Motivations II,Game Mechanics,Game Dynamics,Game Aesthetics,Reward Planning-SAPS,Gamification Design Framework-Octalysis,Building a Narrative in Gamification,Gamification Design Framework,Design Thinking ,Designing Loyalty Campaigns ,In Class Applications - Q&A . |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
After completing this course, students will: • Understand the general principles of gamification • Broaden understanding of gamification in marketing • Have knowledge about loyalty campaigns • Gain insights about Game Mechanics,Dynamics and Aestetics | 10, 13, 16, 19, 4, 5, 6, 9 | E, F |
Teaching Methods: | 10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 4: Inquiry-Based Learning, 5: Cooperative Learning, 6: Experiential Learning, 9: Lecture Method |
Assessment Methods: | E: Homework, F: Project Task |
Course Outline
Order | Subjects | Preliminary Work |
---|---|---|
1 | Introduction to Gamification | Examining the course materials is advisable. |
2 | Game & Gamification | Key concepts must be comprehended. |
3 | Player Types & Motivations I | It is necessary to search relevant literature. |
4 | Player Types & Motivations II | Previous topics should be reinforced. |
5 | Game Mechanics | Discussion topics should be reviewed. |
6 | Game Dynamics | The articles listed should be read. |
7 | Game Aesthetics | Course materials should be re-examined. |
8 | Reward Planning-SAPS | Questions should be directed to the instructor. |
9 | Gamification Design Framework-Octalysis | Key concepts must be comprehended. |
10 | Building a Narrative in Gamification | Reviewing previous lecture notes is recommended. |
11 | Gamification Design Framework | Questions should be directed to the instructor. |
12 | Design Thinking | Project topics should be researched to prepare for the presentation. |
13 | Designing Loyalty Campaigns | I-The presentation preparation must be completed and presented in class |
14 | In Class Applications - Q&A | A general review should be done, and final questions should be asked. |
Resources |
- Gabe Zichermann and Christopher Cunningham, Gamification by Design Implementing Game Mechanics in Web and Mobile Apps, 2011 - Kevin Bell, Game On!Gamification, Gameful Design, and the Rise of the Gamer Educator, 2018 - Lecture Notes |
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 Public Relations and Advertising disciplines and the basic theories of these disciplines. | ||||||
2 | Determines facts related to Public Relations and Advertising and analyzes these facts from various dimensions. | ||||||
3 | Using expert knowledge, takes part in the decision-making mechanisms of businesses, identifies the problems encountered and offers solutions. | ||||||
4 | Carries out analyzes for institutions and prepares a communication plan in line with the needs of the institutions. | ||||||
5 | Solve problems that arise in projects related to the field by taking responsibility when necessary. | ||||||
6 | Takes part in a team established for projects related to the field, leads the project, plans and manages the events. | ||||||
7 | Investigates theoretical and factual problems related to the disciplines and sub-disciplines of Public Relations and Advertising with scientific methods, analyzes the findings and turns them into scientific publications. | ||||||
8 | Adopts the principle of lifelong learning. Regularly follows developments, innovations, ideas, methods and techniques in the field and uses them effectively in his/her own work. | ||||||
9 | Communicates verbally and in writing by using English at least at the European Language Portfolio B2 General Level. | ||||||
10 | Uses new communication technologies effectively in professional and scientific studies and constantly follows the developments in new communication technologies. | ||||||
11 | Plans social responsibility activities and takes part in the realization of these activities. | ||||||
12 | Acts in a way that adheres to ethical codes in professional and scientific work. | ||||||
13 | Carries out various public relations and advertising campaigns in public and private sector organizations, using methods and techniques of Public Relations and Advertising disciplines. | ||||||
14 | Carries out measurement and evaluation of the communication activities. | ||||||
15 | Knowledgeable about occupational health and safety and can use this information when necessary. . | ||||||
16 | Sensitive to the environment, the universality of social rights and the protection of cultural values. |
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 | - | Fall Semester | 3+0 | 3 | 5 |
Course Program |
Prerequisites Courses | |
Recommended Elective Courses |
Language of Course | English |
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) | |
Aim | The aim of this course is to provide students core elements of gamification. The course allows participants to gain insights about gamification in marketing and to learn fundamentals of game design elements. |
Course Content | This course contains; Introduction to Gamification,Game & Gamification,Player Types & Motivations I,Player Types & Motivations II,Game Mechanics,Game Dynamics,Game Aesthetics,Reward Planning-SAPS,Gamification Design Framework-Octalysis,Building a Narrative in Gamification,Gamification Design Framework,Design Thinking ,Designing Loyalty Campaigns ,In Class Applications - Q&A . |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
After completing this course, students will: • Understand the general principles of gamification • Broaden understanding of gamification in marketing • Have knowledge about loyalty campaigns • Gain insights about Game Mechanics,Dynamics and Aestetics | 10, 13, 16, 19, 4, 5, 6, 9 | E, F |
Teaching Methods: | 10: Discussion Method, 13: Case Study Method, 16: Question - Answer Technique, 19: Brainstorming Technique, 4: Inquiry-Based Learning, 5: Cooperative Learning, 6: Experiential Learning, 9: Lecture Method |
Assessment Methods: | E: Homework, F: Project Task |
Course Outline
Order | Subjects | Preliminary Work |
---|---|---|
1 | Introduction to Gamification | Examining the course materials is advisable. |
2 | Game & Gamification | Key concepts must be comprehended. |
3 | Player Types & Motivations I | It is necessary to search relevant literature. |
4 | Player Types & Motivations II | Previous topics should be reinforced. |
5 | Game Mechanics | Discussion topics should be reviewed. |
6 | Game Dynamics | The articles listed should be read. |
7 | Game Aesthetics | Course materials should be re-examined. |
8 | Reward Planning-SAPS | Questions should be directed to the instructor. |
9 | Gamification Design Framework-Octalysis | Key concepts must be comprehended. |
10 | Building a Narrative in Gamification | Reviewing previous lecture notes is recommended. |
11 | Gamification Design Framework | Questions should be directed to the instructor. |
12 | Design Thinking | Project topics should be researched to prepare for the presentation. |
13 | Designing Loyalty Campaigns | I-The presentation preparation must be completed and presented in class |
14 | In Class Applications - Q&A | A general review should be done, and final questions should be asked. |
Resources |
- Gabe Zichermann and Christopher Cunningham, Gamification by Design Implementing Game Mechanics in Web and Mobile Apps, 2011 - Kevin Bell, Game On!Gamification, Gameful Design, and the Rise of the Gamer Educator, 2018 - Lecture Notes |
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 Public Relations and Advertising disciplines and the basic theories of these disciplines. | ||||||
2 | Determines facts related to Public Relations and Advertising and analyzes these facts from various dimensions. | ||||||
3 | Using expert knowledge, takes part in the decision-making mechanisms of businesses, identifies the problems encountered and offers solutions. | ||||||
4 | Carries out analyzes for institutions and prepares a communication plan in line with the needs of the institutions. | ||||||
5 | Solve problems that arise in projects related to the field by taking responsibility when necessary. | ||||||
6 | Takes part in a team established for projects related to the field, leads the project, plans and manages the events. | ||||||
7 | Investigates theoretical and factual problems related to the disciplines and sub-disciplines of Public Relations and Advertising with scientific methods, analyzes the findings and turns them into scientific publications. | ||||||
8 | Adopts the principle of lifelong learning. Regularly follows developments, innovations, ideas, methods and techniques in the field and uses them effectively in his/her own work. | ||||||
9 | Communicates verbally and in writing by using English at least at the European Language Portfolio B2 General Level. | ||||||
10 | Uses new communication technologies effectively in professional and scientific studies and constantly follows the developments in new communication technologies. | ||||||
11 | Plans social responsibility activities and takes part in the realization of these activities. | ||||||
12 | Acts in a way that adheres to ethical codes in professional and scientific work. | ||||||
13 | Carries out various public relations and advertising campaigns in public and private sector organizations, using methods and techniques of Public Relations and Advertising disciplines. | ||||||
14 | Carries out measurement and evaluation of the communication activities. | ||||||
15 | Knowledgeable about occupational health and safety and can use this information when necessary. . | ||||||
16 | Sensitive to the environment, the universality of social rights and the protection of cultural values. |
Assessment Methods
Contribution Level | Absolute Evaluation | |
Rate of Midterm Exam to Success | 40 | |
Rate of Final Exam to Success | 60 | |
Total | 100 |