CARTOON AND ANIMATION | |||||
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 have theoretical and practical knowledge and skills in cartoon and animation. | |
2) | To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. | |
3) | Making animated films with various artistic styles and techniques. | |
4) | Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. | |
5) | To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them. | |
6) | To be able to evaluate cartoon and animations in the framework of their knowledge and skills. | |
7) | To be able to define and manage learning requirements in the field of cartoon and animation. | |
8) | To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field. | |
9) | To monitor developments in the field of cartoon and animation using foreign languages and to communicate with foreign colleagues. | |
10) | To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. | |
11) | Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. | |
12) | To have sufficient knowledge about ethical values and universal values in the field of cartoon and animation. |