POLITICAL SCIENCE AND INTERNATIONAL RELATIONS | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
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. |
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. |
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 |
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 |
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 |
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 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Grasp basic theoretical and conceptual knowledge about the field and relations between them at the level of practice. | |
2) | Possess basic knowledge about the causes and effects of political transformations in societies. | |
3) | Possess knowledge about quantitative, qualitative and mixed research methods in social and behavioral sciences. | |
4) | Recognize historical patterns while evaluating contemporary political and social developments. | |
5) | Demonstrate interdisciplinary and critical approach while analyzing, synthesizing and forecasting domestic and foreign policy. | |
6) | Conduct studies in the field professionally, both independently or as a team member. | |
7) | Possess consciousness about lifelong learning based on Research & Development. | |
8) | Communicate with peers both orally and in writing, by using a foreign language at least at a level of European Language Portfolio B1 General Level and the necessary informatics and communication technologies. | |
9) | Apply field-related knowledge and competences into career advancement, projects for sustainable development goals, and social responsibility initiatives. | |
10) | Possess the habit to monitor domestic and foreign policy agenda as well as international developments. | |
11) | Possess competence to interpret the new political actors, theories and concepts in a global era. | |
12) | Evaluate the legal and ethical implications of advanced technologies on politics. |