BTES303 Educational Games and Gamification

4 ECTS - 2-0 Duration (T+A)- 5. Semester- 2 National Credit

Information

Unit FACULTY OF EDUCATION
COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PR.
Code BTES303
Name Educational Games and Gamification
Term 2021-2022 Academic Year
Semester 5. Semester
Duration (T+A) 2-0 (T-A) (17 Week)
ECTS 4 ECTS
National Credit 2 National Credit
Teaching Language Türkçe
Level Lisans Dersi
Type Normal
Label FE Field Education Courses E Elective
Mode of study Yüz Yüze Öğretim
Catalog Information Coordinator Dr. Öğr. Üyesi MEHMET CAN ŞAHİN
Course Instructor Dr. Öğr. Üyesi MEHMET CAN ŞAHİN (Güz) (A Group) (Ins. in Charge)


Course Goal / Objective

The aim of this course is; To give information about the concepts of game, educational game and gamification, the history of the game, psychology and behavioral theories, player types, reward types, entertainment types, game components, mechanics, motivation types, behavior models, gamification models and gamification measurements.

Course Content

Educational Game and Gamification, Introduction to the game; definitions and concepts related to game, educational game and gamification; game history, psychology and behavior theorems; player types; types of rewards; types of entertainment; individual and group games; game elements; game mechanics; game flow and motivation types; behavior cycles and models; gamification models; gamification measurements; sample game applications; Gamification designs on an educational subject with gamification cards

Course Precondition

Resources

Notes



Course Learning Outcomes

Order Course Learning Outcomes
LO01 Explains the basic game and gamification concepts.
LO02 Lists the components of a game.
LO03 The game counts the types of players, prizes.
LO04 Know and explain the gamification models.
LO05 Makes a gamification design and reports


Relation with Program Learning Outcome

Order Type Program Learning Outcomes Level
PLO01 - Explain sub-fields of instructional technologies and integral structure of its process and also its relation to the other fields.Explain the integral structure of instructional technologies and information technologies or computer science applications.Explain concepts that constitutes the basis for scientific thinking in the scope of the field and the related fields. 3
PLO02 - Apply the processes of analysis, design, development, and evaluation on the basis of knowledge of instructional technologies.Utilize information technologies and computer science applications in order to create an effective and productive learning environment.Utilize concepts and applications of scientific research and basic statistics, which are the basis of scientific thinking, for the conditions in the scope of the field and related fields. 2
PLO03 - Apply the processes of analysis, design, development, and evaluation on the basis of knowledge of instructional technologies.Utilize information technologies and computer science applications in order to create an effective and productive learning environment.Utilize concepts and applications of scientific research and basic statistics, which are the basis of scientific thinking, for the conditions in the scope of the field and related fields. 3
PLO04 - Develop a plan, apply the plan and assess the results based on scientific view for the solution of the problems presented in the scope of the field or related fields.Put forward new products or processes on the basis of components of instructional technologies, computer science, for the related situations. 4
PLO05 - Develop a personal proposal, a product or a group of processes for the solution of a problem related to the field as an indicator of the skills of working independently and taking responsibility.Take responsibility of an individual or group projects and accomplishing his/her undertaken missions. 3
PLO06 - Follow current problems and applications and determining information and skills to undertake learning missions for the following stage.Apply the solution for the problem on the basis of scientific and ethical values when she/he confronts a learning problem. 4
PLO07 - Build a healthy communication with students, teachers, school administration, and the individuals in the study group. Comprehend a foreign language in order to follow the international resources that can be utilized for the solution of problems related to the field. Take responsibilities for the distribution and dissemination of the developments in the field on local or national range. 2
PLO08 - Act on the basis of scientific and ethical values in her/his works and also support preservation and learning of these values. Develop and evaluate strategic views on topic related to the future of the field. Transfer related progresses in other related fields to the field of instructional technologies. Create and maintain a cooperative and productive working environment by developing an insight related to the behaviors of the shareholders. 3


Week Plan

Week Topic Preparation Methods
1 Introduction to the course, syllabus, informing about the presentation and processing of the course examination of the course-related topics from the source book and lecture notes
2 Game and gamification in education examination of the course-related topics from the source book and lecture notes
3 definitions and concepts related to educational game and gamification; examination of the course-related topics from the source book and lecture notes
4 Gamification examples from different disciplines examination of the course-related topics from the source book and lecture notes
5 Examples of gamification in education examination of the course-related topics from the source book and lecture notes
6 player types; types of rewards; examination of the course-related topics from the source book and lecture notes
7 game psychology and behavior theorems; examination of the course-related topics from the source book and lecture notes
8 Mid-Term Exam examination of the course-related topics from the source book and lecture notes
9 behavior cycles and models; examination of the course-related topics from the source book and lecture notes
10 individual and group games; examination of the course-related topics from the source book and lecture notes
11 game elements; examination of the course-related topics from the source book and lecture notes
12 game mechanics; examination of the course-related topics from the source book and lecture notes
13 game flow and motivation types; examination of the course-related topics from the source book and lecture notes
14 gamification models examination of the course-related topics from the source book and lecture notes
15 Gamification designs on an educational subject. project presentations. examination of the course-related topics from the source book and lecture notes
16 Term Exams examination of the course-related topics from the source book and lecture notes
17 Term Exams examination of the course-related topics from the source book and lecture notes


Assessment (Exam) Methods and Criteria

Assessment Type Midterm / Year Impact End of Term / End of Year Impact
1. Midterm Exam 60 24
1. Homework 40 16
General Assessment
Midterm / Year Total 100 40
1. Final Exam - 60
Grand Total - 100


Student Workload - ECTS

Works Number Time (Hour) Workload (Hour)
Course Related Works
Class Time (Exam weeks are excluded) 14 2 28
Out of Class Study (Preliminary Work, Practice) 14 2 28
Assesment Related Works
Homeworks, Projects, Others 1 0 0
Mid-term Exams (Written, Oral, etc.) 1 8 8
Final Exam 1 24 24
Total Workload (Hour) 88
Total Workload / 25 (h) 3,52
ECTS 4 ECTS

Update Time: 29.04.2025 01:14