EDT5014 Game-Based LearningBahçeşehir UniversityDegree Programs PERFORMING ARTSGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
PERFORMING ARTS
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) They acquire theoretical, historical and aesthetic knowledge specific to their field by using methods and techniques related to performing arts (acting, dance, music, etc.). 2
2) They have knowledge about art culture and aesthetics and they provide the unity of theory and practice in their field. 2
3) They are aware of national and international values in performing arts. 2
4) Abstract and concrete concepts of performing arts; can transform it into creative thinking, innovative and original works. 1
5) They have the sensitivity to run a business successfully in their field. 3
6) Develops the ability to perceive, think, design and implement multidimensional from local to universal. 3
7) They have knowledge about the disciplines that the performing arts field is related to and can evaluate the interaction of the sub-disciplines within their field. 2
8) They develop the ability to perceive, design, and apply multidimensionality by having knowledge about artistic criticism methods. 3
9) They can share original works related to their field with the society and evaluate their results and question their own work by using critical methods. 1
10) They follow English language resources related to their field and can communicate with foreign colleagues in their field. 1
11) By becoming aware of national and international values in the field of performing arts, they can transform abstract and concrete concepts into creative thinking, innovative and original works. 3
12) They can produce original works within the framework of an interdisciplinary understanding of art. 2
13) Within the framework of the Performing Arts Program and the units within it, they become individuals who are equipped to take part in the universal platform in their field. 3
14) Within the Performing Arts Program, according to the field of study; have competent technical knowledge in the field of acting and musical theater. 2
15) They use information and communication technologies together with computer software that is at least at the Advanced Level of the European Computer Use License as required by the field. 3