SCHOOL OF PHARMACY
Bachelor TR-NQF-HE: Level 7 QF-EHEA: Second Cycle EQF-LLL: Level 7

Course Introduction and Application Information

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.

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 : Assist. Prof. ÇAKIR AKER
Course Objectives: 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 fundamentals of gamification and business applications of gamification and game design. The course will give a hands-on approach to play theory, and an academic understanding of the practice of playful design.

Learning Outcomes

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

Course Content

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. Teaching Methods: Lecture, Group Work, Individual Studies, Readings, Discussions, Projects

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction
2) Game and Play
3) Sociology of Games
4) Meaningful Game Mechanics
5) Draft Project Assignment Preliminary Gamification Idea Generation Assignment
6) New Approaches in Playful Interactions and Player Experience I
7) New Approaches in Playful Interactions and Player Experience II Preparing the Hero’s Journey of a Game
8) Midterm Project
9) Case Studies and Motivation
10) Persona & Activity Cycles
11) Gamification Frameworks Persona Assignment
12) Flaneur & Gameur
13) The End game of Gamification
14) The Final Project The final projects are discussed and presented

Sources

Course Notes / Textbooks:
References: Best, J. (1998). Too much fun: Toys as social problems and the interpretation of culture. Symbolic Interaction, 21(2), 197-212.
De Certeau, M., & Rendall, S. F. (2004). From the practice of everyday life (1984). The city cultures reader, 3(2004), 266.
Davis, M. S. (1977). Beyond Boredom and Anxiety: The Experience of Play in Work and Games.
Games, W. W. P. (2004). Four Keys to More Emotion Without Story.
Hodent, C. (2017). The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, FL: CRC Press.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Homework Assignments 2 % 30
Midterms 1 % 20
Final 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
Application 4 3 12
Study Hours Out of Class 14 8 112
Presentations / Seminar 3 3 9
Project 2 6 12
Homework Assignments 2 3 6
Midterms 1 3 3
Final 1 3 3
Total Workload 199

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) Develops the ability to identify problems in the field of pharmacy, formulate hypotheses by synthesizing these issues, and generate solutions using various observational, experimental, and clinical methods.
2) Demonstrates the ability to analyze and compile information and data related to pharmacy, and clearly present these, along with the supporting evidence, information, and opinions, in written and oral forms. Gains knowledge and skills in quantitative and qualitative data collection, as well as in methods used for drug development, pharmacological testing, and clinical studies.
3) Develops effective communication skills and gains proficiency in speaking, writing, and reading in both English and Turkish. Achieves professional-level command of English in their field. Works with a sense of professional ethics and responsibility, respecting human values and patient rights. Adheres to ethical principles regarding clinical studies and patient confidentiality.
4) Develops critical, creative, and analytical thinking skills. Learns techniques used in drug development and manufacturing processes, gaining knowledge and proficiency in these areas. Acquires knowledge of theories and practices in pharmaceutical sciences, pharmacology, and clinical pharmacy, and establishes connections between these theories and their applications.
5) Effectively utilizes computer systems and pharmaceutical databases to solve problems related to drug development, disease diagnosis, and treatment. Conducts research in scientific literature, accesses information, and stays updated on the latest advancements in pharmacy and pharmaceutical technology. Recognizes national and international health issues and develops solutions using a scientific approach.
6) Develops the ability to work independently, make decisions, and manage projects. Takes responsibility as part of a healthcare team and contributes effectively to interdisciplinary studies. These competencies aim to equip individuals with the knowledge, skills, and ethical values essential for the pharmacy profession.