MECHATRONICS (TURKISH) | |||||
Associate | TR-NQF-HE: Level 5 | QF-EHEA: Short Cycle | EQF-LLL: Level 5 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD5204 | Playful Experience Design | Spring Fall |
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: | Associate (Short 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) | To improve fundamental computer knowledge, to encourage students using office and package programs. | |
2) | Ability to have and use of fundamental mathematics knowledge and skills the usage of relevant materials. | |
3) | Ability to recognize general structures of machine equipments and the features of shaping | |
4) | Ability to grasp manufacturing processes and cutting tool materials, materials, statics, mechanics and fluid science fundemantal knowledge. | |
5) | Ability to draw assembly and auxilary devices as well as to draw whole or details of a system. | |
6) | Ability to have a knowledge of fundemantal manufacturing process such as turning, milling, punching,grinding and welding techniques and to have a self esteem in order to work behind the bench. | |
7) | Ability to do computer aided design and write program on digital benches. | |
8) | Ability to prepare project report, follow up project process and implement projects. | |
9) | ability to learn the areas of usage of electronic circuit components. Ability to grasp and write programs for micro controllers and for their components. Ability to design relevant circuits. | |
10) | Ability to understand the electric motors principles and AC-DC analysis | |
11) | Ability to gain a dominaion on visual programming | |
12) | Having the ability to communicate efficiently in verbal and written Turkish, to know at least one foreign language in order to communicate with the colleagues and customers. |