EDS4010 New Media and Media Literacy in EducationBahçeşehir 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
EDS4010 New Media and Media Literacy in Education Spring 3 0 3 6
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 : Assoc. Prof. BERNA GÜLOĞLU
Recommended Optional Program Components: None
Course Objectives: This course provides introductory information and application of skills and techniques necessary in the process of integrating new media specifically social media to the classroom. Primary areas of focus include new media tools and social media in addition to the educational games. This course will provide information and applications you might need to safely, knowledgeably, and creatively integrate new and social media into your classroom. This course will be particularly useful for the most efficient and cost-effective development of solutions to novel instructional problems.

Learning Outcomes

The students who have succeeded in this course;
At the end of the course, you will be able to:
1. Map the ways the changing media landscape has impacted the way young people learn
2. Apply their theoretical understandings to the development of curricular resources for use in school or after school programs
3. Critique existing curricular resources designed to teach “the new media literacies”
4. Deploy course concepts in the development of an independent research project which makes a contribution

Course Content

This is an application course in which participants use their knowledge and skills to produce practical solutions to the problems given by the instructor or found by themselves as groups. Besides, students seek to provide an overview of our contemporary moment of media change, of the kinds of informal learning which is occurring in the context of participatory culture, of how schools are responding to the challenges posed by new media technologies, and of core debates between those who value and those who criticize the new media literacies. In order to maximize their learning, students will be encouraged to work with a real client to create products. It should be noted that this course does not teach development techniques for specific media, even though some media development may be required.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Review of Syllabus
2) Digital natives, new learning, digital literacy
3) Social Media and Education
4) Blogs, Wikis, Social Networks
5) Visual Media Instant Messaging Bookmarking, Mindmapping, Polls
6) Educational Games
7) Online documents, dropboxes, public share
8) Visual Media, Instant Messaging Bookmarking, Mindmapping, Polls
9) Media Literacy - Why should we teach media literacy?
10) Application
11) Application
12) Practical and in-class considerations - Presentations
13) Presentations
14) Final revisions and closure

Sources

Course Notes / Textbooks: Poore, M. (2013). Using social media in the classroom: A best practical guide. London: SAGE.
References: None

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 20
Homework Assignments 2 % 40
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
Project 1 60 60
Homework Assignments 2 20 40
Total Workload 142

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.