EDT5008 Advanced Instructional DesignBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
EDT5008 Advanced Instructional Design Spring 3 0 3 12
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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. TUFAN ADIGÜZEL
Recommended Optional Program Components: None
Course Objectives: The overall course objectives are to:
-Identify factors that must be incorporated into instructional design processes and products to be consistent with various learning theories (such as behaviorism, Gagne’s theory of instruction, constructivism, motivational theory…etc.)
-Analyze a design problem based on various theories.
-Analyze instructional materials to identify characteristics representative of particular theories.
-Apply the Rapid-prototyping strategy.

Learning Outcomes

The students who have succeeded in this course;
1. to be able to discuss basic assumptions, concepts, and principles of different paradigms of learning, including foundational theories, behavioral psychology, cognitive information processing, developmental theories, motivational theory, and theories of instruction.
2. to be able to compare and contrast theories within and across paradigms for strengths, weaknesses, and applicability
3. to be able to determine the implications of theory for instructional design
4. to be able to formulate and revise personal theories of learning and determine implications
5. to be able to articulate changes in personal epistemology over the course
6. to be able to analyze a design problem based on various theories
7. to be able to identify factors that must be incorporated into instructional design processes and products to be consistent with selected theory
8. to be able to analyze current instructional design model to determine which models are most consistent with which theories.
9. to be able to use rapid-prototyping as a method in instructional design


Course Content

Bu ders öğretimsel tasarımda temel öğrenme teorilerinin (Davranışçı yaklaşım, sistem teorisi, iletişim teorisi, öğrenme teorileri, & öğretim teorileri) uygulamalı olarak teknoloji temelli öğrenme materyallerinde incelenmesini ve kullanılmasını amaçlamaktadır.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to course and overview
2) Introduction to the learning theories
3) Gagne’s Nine Event of Instruction & Davranışçı Yaklaşım
4) Presentations on Behaviorism
5) Cognitive Information Processing
6) Presentations on Cognitive Information Processing
7) Meaningful Learning & Schema Theory
8) Presentations on Meaningful Learning & Schema Theory
9) Constructivism
10) Presentations on Constructivism
11) Rapid prototyping
12) Presentations on Rapid Prototyping
13) Motivational Theory
14) Presentations on Motivational Theory

Sources

Course Notes / Textbooks: Driscoll, M. P. (2004). Psychology of Learning for Instruction. 3rd Edition. Boston: Allyn & Bacon.
Ertmer & Quinn. (2007). The ID Casebook: Case Studies in Instructional Design. 3rd ed/
Pearson.
References: -

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 2 % 20
Presentation 6 % 30
Project 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Presentations / Seminar 6 10 60
Project 1 60 60
Homework Assignments 1 30 30
Total Workload 192

Contribution of Learning Outcomes to Programme Outcomes

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.