EDT5014 Game-Based LearningBahçeşehir UniversityDegree Programs NEW MEDIAGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
NEW MEDIA
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 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) To be able to critically interpret and discuss the theories, the concepts, the traditions, and the developments in the history of thought which are fundamental for the field of new media, journalism and communication.
2) To be able to attain written, oral and visual knowledge about technical equipment and software used in the process of news and the content production in new media, and to be able to acquire effective abilities to use them on a professional level.
3) To be able to get information about the institutional agents and generally about the sector operating in the field of new media, journalism and communication, and to be able to critically evaluate them.
4) To be able to comprehend the reactions of the readers, the listeners, the audiences and the users to the changing roles of media environments, and to be able to provide and circulate an original contents for them and to predict future trends.
5) To be able to apprehend the basic theories, the concepts and the thoughts related to neighbouring fields of new media and journalism in a critical manner.
6) To be able to grasp global and technological changes in the field of communication, and the relations due to with their effects on the local agents.
7) To be able to develop skills on gathering necessary data by using scientific methods, analyzing and circulating them in order to produce content.
8) To be able to develop acquired knowledge, skills and competence upon social aims by being legally and ethically responsible for a lifetime, and to be able to use them in order to provide social benefit.
9) To be able to operate collaborative projects with national/international colleagues in the field of new media, journalism and communication.
10) To be able to improve skills on creating works in various formats and which are qualified to be published on the prestigious national and international channels.