Course Detail
Course Description
Course | Code | Semester | T+P (Hour) | Credit | ECTS |
---|
GAMIFICATION APPLICATIONS | YMİ3214113 | Spring Semester | 3+0 | 3 | 5 |
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 and theoretical grounds related to the field. | X | | | | |
2 | Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions. | X | | | | |
3 | Analyzes the needs of the media organizations and plans and applies strategies accordingly. | | X | | | |
4 | Plans new media projects and implements them. | | X | | | |
5 | Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems. | | | X | | |
6 | Takes place as a member in a project-based teamwork; leads projects and plans events. | | | X | | |
7 | Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications. | X | | | | |
8 | Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently. | | | X | | |
9 | To be able to communicate orally and in writing in a foreign language at least at the B1 level of the European Language Portfolio. | | | | | |
10 | Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly. | | | X | | |
11 | Plans social responsibility events and takes a role in implementation process. | | | | | |
12 | Acts in accordance with ethical codes in professional and scientific works. | | | | | |
13 | Uses tools related to new media and communications, efficiently. | | X | | | |
14 | Develops and implement new media projects specifically developed for media organizations. | | | X | | |
15 | Sensitive to the environment, the universality of social rights and the protection of cultural values. | | | | | |
16 | Knowledgeable about occupational health and safety and can use this information when necessary. | | | | | |
17 | Uses Turkish language fluently and accurately in scientific and professional works. | | | | | |
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 | YMİ3214113 | Spring Semester | 3+0 | 3 | 5 |
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 and theoretical grounds related to the field. | X | | | | |
2 | Determines the facts related to New Media and Communication Systems and analyzes these facts with various dimensions. | X | | | | |
3 | Analyzes the needs of the media organizations and plans and applies strategies accordingly. | | X | | | |
4 | Plans new media projects and implements them. | | X | | | |
5 | Takes responsibility when necessary in the field related projects and proposes solutions to emerging problems. | | | X | | |
6 | Takes place as a member in a project-based teamwork; leads projects and plans events. | | | X | | |
7 | Observes the theoretical and factual problems with scientific methods related to new media and communication systems disciplines and sub-disciplines; analyzes the findings and presents them in scientific publications. | X | | | | |
8 | Has a high awareness towards lifelong learning. Follows the developments, innovations, opinions, methods and techniques regularly and uses them efficiently. | | | X | | |
9 | To be able to communicate orally and in writing in a foreign language at least at the B1 level of the European Language Portfolio. | | | | | |
10 | Utilizes new communication technologies efficiently in professional and scientific works and follows the developments in new communication technologies regularly. | | | X | | |
11 | Plans social responsibility events and takes a role in implementation process. | | | | | |
12 | Acts in accordance with ethical codes in professional and scientific works. | | | | | |
13 | Uses tools related to new media and communications, efficiently. | | X | | | |
14 | Develops and implement new media projects specifically developed for media organizations. | | | X | | |
15 | Sensitive to the environment, the universality of social rights and the protection of cultural values. | | | | | |
16 | Knowledgeable about occupational health and safety and can use this information when necessary. | | | | | |
17 | Uses Turkish language fluently and accurately in scientific and professional works. | | | | | |
Assessment Methods
Contribution Level | Absolute Evaluation |
Rate of Midterm Exam to Success | | 40 |
Rate of Final Exam to Success | | 60 |
Total | | 100 |
Numerical Data
Ekleme Tarihi: 05/10/2023 - 13:59Son Güncelleme Tarihi: 05/10/2023 - 13:59
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