PSYCHOLOGY | |||||
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 | 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) | To develop an interest in the human mind and behavior, to be able to evaluate theories using empirical findings, to understand that psychology is an evidence-based science by acquiring critical thinking skills. | |
2) | To gain a biopsychosocial perspective on human behavior. To understand the biological, psychological, and social variables of behavior. | |
3) | To learn the basic concepts in psychology and the theoretical and practical approaches used to study them (e.g. basic observation and interview techniques). | |
4) | To acquire the methods and skills to access and write information using English as the dominant language in the psychological literature, to recognize and apply scientific research and data evaluation techniques (e.g. correlational, experimental, cross-sectional and longitudinal studies, case studies). | |
5) | To be against discrimination and prejudice; to have ethical concerns while working in research and practice areas. | |
6) | To recognize the main subfields of psychology (experimental, developmental, clinical, cognitive, social and industrial/organizational psychology) and their related fields of study and specialization. | |
7) | To acquire the skills necessary for analyzing, interpreting and presenting the findings as well as problem posing, hypothesizing and data collection, which are the basic elements of scientific studies. | |
8) | To gain the basic knowledge and skills necessary for psychological assessment and evaluation. | |
9) | To acquire basic knowledge of other disciplines (medicine, genetics, biology, economics, sociology, political science, communication, philosophy, anthropology, literature, law, art, etc.) that will contribute to psychology and to use this knowledge in the understanding and interpretation of psychological processes. | |
10) | To develop sensitivity towards social problems; to take responsibility in activities that benefit the field of psychology and society. | |
11) | To have problem solving skills and to be able to develop the necessary analytical approaches for this. | |
12) | To be able to criticize any subject in business and academic life and to be able to express their thoughts. |