EDT5009 Human Performance TechnologyBahçeşehir 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
EDT5009 Human Performance Technology 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 : Dr. Öğr. Üyesi YAVUZ SAMUR
Recommended Optional Program Components: None
Course Objectives: The overall course objectives are:
Examine basic concepts and principles of human performance technology
Describe the models used in human performance technology.
Examine the systematic approach to the analysis, design, development, implementation and evaluation of performance improvement interventions (performance support systems, job analysis/work design, personal development, human resource development, organizational communication, organizational design and development, financial systems)

Learning Outcomes

The students who have succeeded in this course;
1. to be able to discuss key concepts and terminology in human performance improvement
2. to be able to discuss the domain, origins, and key figures of human performance technology
3. to be able to distinguish between instructional technology and performance technology.
4. to be able to discuss the elements of selected human performance technology models.
5. to be able to explain a procedure for conducting a needs assessment and a cause analysis
6. to be able to examine the systematic approach to the analysis, design, development, implementation and evaluation of performance improvement interventions
7. to be able to discuss emerging trends in human performance technology
8. to be able to discuss selected strategies and tactics for performance improvement.


Course Content

Bu ders Insan Performans Teknolojisi alanina giriş niteliğindedir. İnsan performansı, insan performansı sistem modelleri ile ilgili temel kavram ve prensipleri ve insan performans modelleri ile ilgili problemleri inceler. Özellikle de bu derste performans geliştirme uygulamalarını (performans destek sistemleri, iş analizi, iş tasarımı, bireysel gelişim, insan kaynakları gelişimi, organizasyon iletişimi, organizasyon tasarımı ve gelişimi, finansal sistemler) derinlemesine analiz etme vurgulanmaktadır.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction and Overview
2) What is Human Performance Technology?
3) Human Performance Technology Models and Innovation
4) Human Performance Technology Models
5) Performance Analysis - Defining the problem or opportunity (Organization analysis, Environmental Analysis, Gap Analysis)
6) Cause Analysis and Technology foresight and forecasting
7) HPT Tools and Strategies
8) Perspectives on HPT
9) Teknoloji ve Öğrenme
10) Shift from Training to Performance, Motivation, Performance Support Systems
11) Design and manage HPT course project
12) Technology Assessment
13) Project Work & Project Presentations
14) Project Presentations

Sources

Course Notes / Textbooks: Van Tiem, D.M., Moseley, J.L. and Dessinger, J.C. (2004). Fundamentals of performance technology: A guide to improving people, process, and performance, Second Edition. Washington, DC: International Society for Performance Improvement.

Pershing J. A. (Ed.). (2006). Handbook of human performance technology (3rd Ed.). San Francisco: JosseyBass.
References: -

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 1 % 20
Project 1 % 45
Final 1 % 35
Total % 100
PERCENTAGE OF SEMESTER WORK % 20
PERCENTAGE OF FINAL WORK % 80
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Project 1 90 90
Quizzes 1 10 10
Final 1 50 50
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.