EDT5014 Game-Based LearningBahçeşehir UniversityDegree Programs PHOTOGRAPHY AND VIDEOGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
PHOTOGRAPHY AND VIDEO
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
EDT5014 Game-Based Learning Spring
Fall
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: Discuss educational games and game based learning to explain a range of potential learning applications, discuss the implications of different models, theories, topics and tools related to learning through digital games, design and document an educational game storyboard or prototype, identifying target users, objectives, outcomes, and issues.

Learning Outcomes

The students who have succeeded in this course;
1.to be able to define a game and educational games.
2.to be able to analyze existing educational games in regards to their efficiency in learning
3.to be able to demonstrate reflective and critical thought about the value of game based learning.
4.to be able to analyze the research studies on game based learning and define new research topics in this respect.
5.to be able to relate game based learning with various learning theories and methods
6.to be able to describe and explain selected issues, people, concepts, and principles involved in the design of educational games
7.to be able to critically examine different educational game design models
8.to be able to design an educational game based on educational game design models
9.to be able to design and document an educational game storyboard or prototype, identifying target users, objectives, outcomes, and issues
10.to be able to analyze the learning potential in a completed game or proposed design to determine whether or not it might be suitable for use in an educational setting.

Course Content

Games, educational games, game based learning and instruction, game design, educational game design (elements), assessment and evaluation in educational games, documenting, prototyping and testing, future of educational games

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Games, educational games, simulations Analyze games
2) History of games in education Examine various educational games
3) Learning theories and game based learning Relate game based learning with various learning theories and methods
4) Game based learning Prepare and present a lesson plan based on game based learning
5) Game based learning Prepare and present a lesson plan based on game based learning
6) Topics and issues related with the research on game based learning Find the gaps in the literature of game based learning and/or define research designs to fill these gaps
7) Game design Examine and analyze various game design models
8) Educational game design Examine and analyze educational game design models, create your own game design model
9) Elements of educational game design Examine the elements of educational game design
10) Elements of educational game design Examine the elements of educational game design
11) Assessment and evaluation in educational games Leveraging assessment and evaluation in educational games
12) Documenting, prototyping and testing Documenting, prototyping and testing in the process of educational game design
13) Future of educational games Discussion about the educational games in future
14) Presentations Present and discuss the educational games

Sources

Course Notes / Textbooks: Prensky, M. (2001). Digital Game-Based Learning. McGraw Hill. URL: http://www.amazon.com/Digital-Game-Based-Learning-Marc-Prensky/dp/0071454004
References: Schell, J. (2008). The Art of Game Design: A Book Lenses
URL: http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965

Ito, M. et al., (2009). Hanging Out, Messing Around, and Geeking Out
URL: http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889

Salen, K. (2007). The Ecology of Games: Connecting Youth, Games, and Learning. MIT Press.

Gee, J.P. (2007). What Video Games Have to Teach Us About Learning and Literacy: Revised and Updated Edition. Palgrave Macmillan.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 5 % 50
Midterms 1 % 20
Final 1 % 30
Total % 100
PERCENTAGE OF SEMESTER WORK % 70
PERCENTAGE OF FINAL WORK % 30
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Homework Assignments 5 20 100
Midterms 1 20 20
Final 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) Knowledge of photographic and video media and ability to use basic, intermediate and advanced techniques of these media.
2) Ability to understand, analyze and evaluate theories, concepts and uses of photography and video.
3) Ability to employ theoretical knowledge in the areas of the use of photography and video.
4) Familiarity with and ability to review the historical literature in theoretical and practical studies in photography and video.
5) Ability in problem solving in relation to projects in photography and video.
6) Ability to generate innovative responses to particular and novel requirements in photography and video.
7) Understanding and appreciation of the roles and potentials of the image across visual culture
8) Ability to communicate distinctively by means of photographic and video images.
9) Experience of image post-production processes and ability to develop creative outcomes through this knowledge.
10) Knowledge of and ability to participate in the processes of production, distribution and use of photography and video in the media.
11) Ability to understand, analyze and evaluate global, regional and local problematics in visual culture.
12) Knowledge of and ability to make a significant contribution to the goals of public communication.
13) Enhancing creativity via interdisciplinary methods to develop skills for realizing projects.
14) Gaining general knowledge about the points of intersection of communication, art and technology.