PUBLIC RELATIONS AND PUBLICITY | |||||
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 prepare the students to become communication professionals by focusing on strategic thinking, professional writing, ethical practice and innovative use of traditional and new media | |
2) | To be able to create effective public relations plans using fundamental planning components that include situation analysis, public profile, objectives, strategies and tactics. | |
3) | To be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how public realtions works. | |
4) | To be able to have the ability to explain and identify problems associated with the relationships between events and facts in the areas of public relations, persuasive communication, communication management, corporate communications. | |
5) | To be able to analyze primary and secondary research data in the fields of perception and reputation management and corporate communication practices. | |
6) | To be able to search, write, and design articles, newsletters, and fliers, brochures, and announcements, in styles and formats appropraite various audiences, mediums and settings. | |
7) | To be able to apply the underlying theories of communication and the necessities of work safety to different types of public relations processes and campaigns. | |
8) | To be able to develop creative and persuasive management skills in terms of reputation, employee relations, leadership and similar corporate practices. | |
9) | To be able to take responsibility in an individual capacity or as a team in generating solutions to given scenarios which can occur in public relations processes. | |
10) | To be able to understand how an organizational culture works and how employees and leaders create messages as a communication tool. | |
11) | To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of public relations. | |
12) | To be able to to use information, communication technologies and computer software with the required level of public relations, marketing communication, persuasive communication, communication management, corporate communications. | |
13) | To be able to explain and describe business marketing activities, economics, business law and global business practices. | |
14) | To be able to recognize national and international, social and cultural dimensions of public relations. |