ARTIFICIAL INTELLIGENCE ENGINEERING | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD5204 | Playful Experience Design | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
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 GÜVEN ÇATAK |
Recommended Optional Program Components: | None |
Course Objectives: | This course will be focusing on integrating game elements into everyday life and experience design applications by presenting playful experiences to the users, while suggesting a hybrid interactive analysis through including digital and analogue tools inspecting player motivations as well as the place of games in contemporary art scene. |
The students who have succeeded in this course; The students who have succeeded in this course 1) Understand the fundementals of game and play 2) Define, measure and evaluate the different metrics and key performance indicators for applications that provide playful experience across a range of dimensions 3) Design, develop, and evaluate a playful interaction concept project for a real-world case 4) Percieve fundemental methods and theory related to player experience 5) Understand game design and game studies, as well as user experience perspectives for interaction design, and human computer interaction 6) Apply behaviour analysis via playful interaction 7) Form relation between game elements and personal motivations for gamification projects |
In order to understand how game works and how the concept of play is and can be integrated to our lives, students must understand the fundementals of game experience approaches, business reflections and applications of game design. The course will give a hands-on approach to play theory, and an academic understanding of the practice of playful experience design. |
Week | Subject | Related Preparation |
Course Notes / Textbooks: | Too much fun: Toys as social problems and the interpretation of culture. Best, Joel. 1998 The Practice of Everyday Life, Michel de Certeau (1974) Csikszentmihalyi, M., Beyond Boredom and Anxiety. The Experience of Play in Work and Games,1975 (Jossey-Bass Publishers). |
References: | Why We Play Games: Four Keys to More Emotion Without Story. Lazzaro, N. 2004 |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Have sufficient background in mathematics, science and artificial intelligence engineering. | |
2) | Use theoretical and applied knowledge in the fields of mathematics, science and artificial intelligence engineering together for engineering solutions. | |
3) | Identify, define, formulate and solve engineering problems, select and apply appropriate analytical methods and modeling techniques for this purpose. | |
4) | Analyse a system, system component or process and design it under realistic constraints to meet desired requirements; apply modern design methods in this direction. | |
5) | Select and use modern techniques and tools necessary for engineering applications. | |
6) | Design and conduct experiments, collect data, and analyse and interpret results. | |
7) | Work effectively both as an individual and as a multi-disciplinary team member. | |
8) | Access information via conducting literature research, using databases and other resources | |
9) | Follow the developments in science and technology and constantly update themself with an awareness of the necessity of lifelong learning. | |
10) | Use information and communication technologies together with computer software with at least the European Computer License Advanced Level required by their field. | |
11) | Communicate effectively, both verbal and written; know a foreign language at least at the European Language Portfolio B1 General Level. | |
12) | Have an awareness of the universal and social impacts of engineering solutions and applications; know about entrepreneurship and innovation; and have an awareness of the problems of the age. | |
13) | Have a sense of professional and ethical responsibility. | |
14) | Have an awareness of project management, workplace practices, employee health, environment and work safety; know the legal consequences of engineering practices. |