GAD5204 Playful Experience DesignBahçeşehir UniversityDegree Programs EDUCATIONAL TECHNOLOGY (ENGLISH, THESIS)General Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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 Fall 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) Being able to develop and deepen their knowledge at the level of expertise in the same or a different field, based on undergraduate level qualifications.
2) To be able to comprehend the interdisciplinary interaction with which the field is related.
3) To be able to use the theoretical and applied knowledge at the level of expertise acquired in the field.
4) To be able to interpret and create new knowledge by integrating the knowledge gained in the field with the knowledge from different disciplines.
5) To be able to solve the problems encountered in the field by using research methods.
6) To be able to systematically transfer current developments in the field and their own studies to groups in and outside the field, in written, verbal and visual forms, by supporting them with quantitative and qualitative data.
7) To be able to critically examine social relations and the norms that guide these relations, to develop them and take action to change them when necessary.
8) To be able to critically evaluate the knowledge and skills acquired in the field of expertise and to direct their learning.
9) To be able to supervise and teach these values by observing social, scientific, cultural and ethical values in the stages of collecting, interpreting, applying and announcing the data related to the field.
10) To be able to develop strategy, policy and implementation plans in the fields related to the field and to evaluate the obtained results within the framework of quality processes.
11) To be able to use the knowledge, problem solving and/or application skills they have internalized in their field in interdisciplinary studies.
12) Being able to independently carry out a work that requires expertise in the field.
13) To be able to develop new strategic approaches for the solution of complex and unpredictable problems encountered in applications related to the field and to produce solutions by taking responsibility.
14) Being able to lead in environments that require the resolution of problems related to the field.