| ADVERTISING | |||||
| 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 | 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: | Face to face |
| Course Coordinator : | Assist. Prof. ERDEM ERZURUM |
| 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. |
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The students who have succeeded in this course; 1. Explain the fundamental concepts, psychological foundations, and key elements of gamification. 2. Compare major gamification frameworks and models to analyze or design gamified systems. 3. Design gamified user experiences by aligning game elements with user motivations and behavior patterns. 4. Identify appropriate tools, platforms, and metrics for implementing and evaluating gamification strategies in IT systems. 5. Critically evaluate real-world gamification case studies, identifying success factors, challenges, and ethical considerations. 6. Discuss emerging trends and applications of gamification in software engineering, education, and digital products. |
| 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) | Introduction to Gamification | |
| 2) | Psychology of Motivation | |
| 3) | Core Game Elements: Mechanics, Dynamics, Aesthetics | |
| 4) | Gamification Frameworks and Models | |
| 5) | Designing Gamified Experiences | |
| 6) | Gamification Tools and Platforms | |
| 7) | Gamification in the Software Industry | |
| 8) | Midterm Exam | |
| 9) | Designing for Different Player and User Types | |
| 10) | Measuring Gamification Success | |
| 11) | Ethical and Social Dimensions of Gamification | |
| 12) | Trends and Emerging Technologies in Gamification | |
| 13) | Trends and Emerging Technologies in Gamification | |
| 14) | Industrial Case Studies in Gamification |
| 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 |
| Quizzes | 2 | % 20 |
| Midterms | 1 | % 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 | 7 | 98 |
| Quizzes | 2 | 2 | 4 |
| Midterms | 1 | 3 | 3 |
| Final | 1 | 3 | 3 |
| Total Workload | 150 | ||
| No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
| Program Outcomes | Level of Contribution | |
| 1) | To prepare students to become communication professionals by focusing on strategic thinking, professional writing, ethical practices, and the innovative use of both traditional and new media | 2 |
| 2) | To be able to explain and define problems related to the relationship between facts and phenomena in areas such as Advertising, Persuasive Communication, and Brand Management | |
| 3) | To critically discuss and interpret theories, concepts, methods, tools, and ideas in the field of advertising | |
| 4) | To be able to follow and interpret innovations in the field of advertising | |
| 5) | To demonstrate a scientific perspective in line with the topics they are curious about in the field. | |
| 6) | To address and solve the needs and problems of the field through the developed scientific perspective | |
| 7) | To recognize and understand all the dynamics within the field of advertising | |
| 8) | To analyze and develop solutions to problems encountered in the practical field of advertising |