SEN4551 GamificationBahçeşehir UniversityDegree Programs SOCIOLOGYGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
SOCIOLOGY
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 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) To learn and compare major sociology perspectives, both classical and contemporary, and apply all of them to analysis of social conditions.
2) To be able to identify the basic methodological approaches in building sociological and anthropological knowledge at local and global levels
3) To be able to use theoretical and applied knowledge acquired in the fields of statistics in social sciences.
4) To have a basic knowledge of other disciplines (including psychology, history, political science, communication studies and literature) that can contribute to sociology and to be able to make use of this knowledge in analyzing sociological processes
5) To have a knowledge and practice of scientific and ethical principles in collecting, interpreting and publishing sociological data also develop ability how to share this data with experts and lay people, using effective communication skills
6) To develop competence in analyzing and publishing sociological knowledge by using computer software for quantitative and qualitative analysis; and develop an attitute for learning new techniques in these fields.
7) To identify and to have a knowledge of the theories related to urban and rural sociology and demography, and political sociology, sociology of gender, sociology of body, visual sociology, sociology of work, sociology of religion, sociology of knowledge and sociology of crime.
8) To have knowledge of how sociology is positioned as a scientific discipline from a philosophical and historical perspective
9) To have the awareness of social issues in Turkish society, to develop critical perspective in analysing these issues and to have a knowledge of the works of Turkish sociologists and to be able to transfer this knowledge
10) To have the awareness of social issues and global societal processes and to apply sociological analysis to development and social responsibility projects
11) To have the ability to define a research question, design a research project and complete a written report for various fields of sociology, either as an individual or as a team member.
12) To be able to transfer the knowledge gained in the areas of sociology to the level of secondary school.