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 | 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) | Assoc.Prof.Yeşim Esgin |
Aim | This objective is to give students a thorough understanding of the term "gamification" and how it applies to marketing and persuasive gaming. |
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, In-Class Presentations. |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
The goal of this course is to give students the fundamentals of gamification and its applications. The class introduces participants about gamification in marketing, persuasive gaming such as principles and techniques for using gamification to influence behavior and decision-making and also designing a gamified experience. | 10, 13, 16, 19, 37, 4, 5, 9 | A, F, G |
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. |
6 | Best Practices & Effective Gamified Experiences I | Discussion topics should be reviewed. |
7 | Best Practices & Effective Gamified Experiences II | The articles listed should be read. |
8 | LAB Hours | Questions should be directed to the instructor. |
9 | LAB Hours | Questions should be directed to the instructor. |
10 | Persuasive Gaming: Behavior and Decision-Making | Key concepts must be comprehended. |
11 | Guest Speaker / TBD | Project topics should be researched to prepare for the presentation. |
12 | User Testing | 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 |
Lecture Notes & Articles - Uploaded to Mebis |
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. | X | |||||
2 | Determines facts related to Public Relations and Advertising and analyzes these facts from various dimensions. | X | |||||
3 | Using expert knowledge, takes part in the decision-making mechanisms of businesses, identifies the problems encountered and offers solutions. | X | |||||
4 | Carries out analyzes for institutions and prepares a communication plan in line with the needs of the institutions. | X | |||||
5 | Solve problems that arise in projects related to the field by taking responsibility when necessary. | X | |||||
6 | Takes part in a team established for projects related to the field, leads the project, plans and manages the events. | X | |||||
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. | X | |||||
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. | X | |||||
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. | X | |||||
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. | X | |||||
14 | Carries out measurement and evaluation of the communication activities. | X | |||||
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 | 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 | 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) | Assoc.Prof.Yeşim Esgin |
Aim | This objective is to give students a thorough understanding of the term "gamification" and how it applies to marketing and persuasive gaming. |
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, In-Class Presentations. |
Dersin Öğrenme Kazanımları | Teaching Methods | Assessment Methods |
The goal of this course is to give students the fundamentals of gamification and its applications. The class introduces participants about gamification in marketing, persuasive gaming such as principles and techniques for using gamification to influence behavior and decision-making and also designing a gamified experience. | 10, 13, 16, 19, 37, 4, 5, 9 | A, F, G |
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. |
6 | Best Practices & Effective Gamified Experiences I | Discussion topics should be reviewed. |
7 | Best Practices & Effective Gamified Experiences II | The articles listed should be read. |
8 | LAB Hours | Questions should be directed to the instructor. |
9 | LAB Hours | Questions should be directed to the instructor. |
10 | Persuasive Gaming: Behavior and Decision-Making | Key concepts must be comprehended. |
11 | Guest Speaker / TBD | Project topics should be researched to prepare for the presentation. |
12 | User Testing | 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 |
Lecture Notes & Articles - Uploaded to Mebis |
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. | X | |||||
2 | Determines facts related to Public Relations and Advertising and analyzes these facts from various dimensions. | X | |||||
3 | Using expert knowledge, takes part in the decision-making mechanisms of businesses, identifies the problems encountered and offers solutions. | X | |||||
4 | Carries out analyzes for institutions and prepares a communication plan in line with the needs of the institutions. | X | |||||
5 | Solve problems that arise in projects related to the field by taking responsibility when necessary. | X | |||||
6 | Takes part in a team established for projects related to the field, leads the project, plans and manages the events. | X | |||||
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. | X | |||||
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. | X | |||||
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. | X | |||||
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. | X | |||||
14 | Carries out measurement and evaluation of the communication activities. | X | |||||
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 |