EDUCATIONAL TECHNOLOGY (ENGLISH, THESIS)
Master 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: Departmental Elective
Course Level:
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.

Learning Outcomes

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

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.

Weekly Detailed Course Contents

Week Subject Related Preparation

Sources

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

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Total %
PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK %
Total %

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) Students will be able to demonstrate theoretical and practical knowledge in the areas of Educational/Instructional Technology.
2) Students will be able to conduct research in the area of Educational/Instructional Technology.
3) Students will be able to plan and evaluate in the process of teaching information technologies.
4) Students will be able to select and implement appropriate strategies and techniques for teaching information technologies.
5) Students will be able to put their theoretical information into practice in the area of Educational/Instructional Technology.
6) Students will be able to design and develop educational materials, software and games.
7) Students will be able to implement information technologies effectively in and outside of educational environments.
8) Students will be able to measure and evaluate learners' performances in educational environments.
9) Students will be able to self-improve their knowledge continuously in information technologies.
10) Students will be able to act ethically in electronic and non-electronic educational environments, and pass these values to next generations.
11) Students will be able to plan, manage, and evaluate educational projects.
12) Students will be able to find out the technologic necessities of companies, and set up these technologies.