SEN4551 GamificationBahçeşehir UniversityDegree Programs BUSINESS ADMINISTRATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
BUSINESS ADMINISTRATION
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
SEN4551 Gamification Spring
Fall
3 0 3 6
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: E-Learning
Course Coordinator : Instructor BARIŞ YÜCE
Course Lecturer(s): Prof. Dr. ADEM KARAHOCA
Recommended Optional Program Components: None
Course Objectives: Students will learn the basics of Gamification with a highly practical approach. Course focuses on how to design gamified experiences in real life areas such as game design, psychology, management, or education. The main goal of the course is to understand the principles of gamification to design experiences that make things more fun and engaging.

Learning Outcomes

The students who have succeeded in this course;
1. Identify basics of gamification.
2. Analyze gamified experiences in real life.
3. Identify principles of gamification.
4. Define game mechanics.
5. Identify systems for tracking in-game changes.
6. Describe critical elements on online experiences.

Course Content

This course will teach students the trends, and the frameworks of gamification, how it may be used to apply in IT projects, and how to use it effectively. The course allows students to develop a set of practical skills in using game elements using industrial case studies. Students will understand practical ways for designing a game.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) What is Gamification?
2) Games
3) Game Thinking
4) Game Elements
5) Psychology and Motivation I: Behaviorism
6) Psychology and Motivation II: Beyond Behaviorism
7) Gamification Design Framework
8) Midterm Exam
9) Design Choices
10) Enterprise Gamification
11) Social Good and Behavior Change / Midterm Exam
12) Critiques and Risks
13) Beyond the Basics
14) Final Exam

Sources

Course Notes / Textbooks: For the Win: How Game Thinking Can Revolutionize Your Business Kevin Werbach, Dan Hunter, 2012, 978-1613630235
References: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps Gabe Zichermann and Christopher Cunningham, 2011 978-1449397678

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Laboratory 2 % 10
Quizzes 2 % 10
Midterms 2 % 40
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
Study Hours Out of Class 14 6 84
Homework Assignments 2 5 10
Quizzes 2 2 4
Midterms 2 3 6
Final 1 3 3
Total Workload 149

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 identify problems and ask right questions
2) Having problem solving skills and developing necessary analytical attitude
3) Comprehending theoretical arguments along with counter arguments in detail
4) Gaining awareness of lifelong learning and being qualified for pursuing graduate education
5) Applying theoretical concepts in project planning
6) Communicating efficiently by accepting differences and carrying out compatible teamwork
7) Increasing efficiency rate in business environment
8) Developing innovative and creative solutions in face of uncertainty
9) Researching to gather information for understanding current threats and opportunities in business
10) Being aware of the effects of globalization on society and business while deciding
11) Possessing digital competence and utilizing necessary technology
12) Communicating in at least one foreign language in academic and daily life
13) Possessing managing skills and competence
14) Deciding with the awareness of the legal and ethical consequences of business operations
15) Expressing opinions that are built through critical thinking process in business and academic environment