DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
EDT5005 | Distance Education: Theory, Research and Practice | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. ALİ ŞİMŞEK |
Course Lecturer(s): |
Assist. Prof. ÖZGÜR ERKUT ŞAHİN Prof. Dr. TUFAN ADIGÜZEL |
Recommended Optional Program Components: | None |
Course Objectives: | The goal of this course is to help students develop a comprehensive understanding about the conceptual framework, status of research, and important practices of distance education around the world by studying them closely. |
The students who have succeeded in this course; By the end of this course, students will be able to: 01. Define major concepts related to open and distance learning 02. Evaluate advantages and disadvantages of distance education 03. Summarize the history of distance education in the world and in Turkey 04. Elaborate on the major theories about open and distance learning 05. Describe fundamental elements of distance education systems 06. Explain the uses of various technologies in open and distance learning 07. Elaborate on the design principles of open and distance learning 08. Describe management and organization models of distance education 09. Compare distance education practices in various countries 10. Explain learner characteristics and educator roles in distance education 11. Evaluate the status of research on open and distance learning 12. Discuss new developments and trends regarding distance education |
Introduction and basic concepts Advantages and disadvantages of distance education History of distance education Theories of distance education Modes of distance education systems Technologies used in open and distance learning Midterm Module design in open and distance learning Management and organization models of distance education Distance education practices in different countries Learner characteristics and educator roles Learning management systems Open educational resources and MOOCs Research and development in distance education Global issues and trends in open and distance learning |
Week | Subject | Related Preparation |
1) | Orientation | |
2) | Philosophies and Theories of Distance Education • Face-to-face vs. Distance vs. Hybrid Instruction: A Comparison • A Framework for E-learning • Collaborative & Transformative Learning Illustrate best practices in Turkey and the world | |
3) | Technologies in Distance Education I • Web 2.0 & 3.0 • Net & Web-based Learning • Learning Management Systems Blogs & Wikis & LMSs | |
4) | Technologies in Distance Education II • Learning Tools and Objects Moodle: Connect, Communicate & Collaborate | |
5) | Issues for Distance Education Community • Learning Communities • Characteristics • Social Networking Moodle: Course Design | |
6) | Design and Development of Interactive Distance Learning Media I • Standards • Principles • Accessibility • Universal Design Moodle: Course Development | |
7) | Moodle: Course Facilitation & Assessment | |
8) | Design and Development of Interactive Distance Learning Media II • Ethics • Copyright • Cultural Challenges Confirm Access to Second Life Join Second Life | |
9) | Web-based Course Design and Development I • A Step-by-step Approach Login and Begin on Welcome Island Design Your Avatar | |
10) | Web-based Course Design and Development II • A Step-by-step Approach Learn how to Operate Second Life Explore Educator Locations in Second Life | |
11) | Management of Distance Education Technologies I • Administration & Policy • Quality Distance Education • PDA Model Group study on your final project | |
12) | Management of Distance Education Technologies II • Evaluation • Educational Effectiveness • Action Matrix Group study on your final project | |
13) | e-Research I • The Scope of e-Research • The Use of Distance Education Media in Educational Research and Practice Group study on your final project | |
14) | e-Research II • Data Collection over the Internet and Ubiquitous Environments. Group study on your final project |
Course Notes / Textbooks: | Burns, M. (2023). Distance education for teacher training: Modes, models, and methods (2nd ed.). Washington, DC: Education Development Center Gunawardena, C. V. & McIsaac, M. S. (2003). Distance education. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (2nd ed. pp.113-142). Mahwah, NJ: Lawrence Erlbaum. Latchem, C. & Jung, J. (2010). Distance and blended learning in Asia. London: Routledge. Moore, M. & Kearsley, G. (2011). Distance education: A systems view of online learning (3rd ed.). Belmond, CA: Wadsworth. Moore, M. G. & Diehl, W.C. (Eds.). (2019). Handbook of distance education (4th ed.). Abingdon: Routledge. Simonson, M., Smaldino, S., & Zvacek, S. (2015). Teaching and learning at a distance: Foundations of distance education (6th ed.). Charlotte, NC: Information Age. |
References: | Burns, M. (2023). Distance education for teacher training: Modes, models, and methods (2nd ed.). Washington, DC: Education Development Center Gunawardena, C. V. & McIsaac, M. S. (2003). Distance education. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (2nd ed. pp.113-142). Mahwah, NJ: Lawrence Erlbaum. Latchem, C. & Jung, J. (2010). Distance and blended learning in Asia. London: Routledge. Moore, M. & Kearsley, G. (2011). Distance education: A systems view of online learning (3rd ed.). Belmond, CA: Wadsworth. Moore, M. G. & Diehl, W.C. (Eds.). (2019). Handbook of distance education (4th ed.). Abingdon: Routledge. Simonson, M., Smaldino, S., & Zvacek, S. (2015). Teaching and learning at a distance: Foundations of distance education (6th ed.). Charlotte, NC: Information Age. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 42 | % 10 |
Homework Assignments | 2 | % 25 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Project | 1 | 60 | 60 |
Homework Assignments | 2 | 50 | 100 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 208 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |