Gastronomy And Culinary Arts (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI151 | ||||
Course Name: | Introduction to Serious Gaming | ||||
Semester: |
Fall Spring |
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Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Dr. Öğr. Üy. IŞIK ATEŞ KIRAL | ||||
Course Lecturer(s): | Asst. Prof. Dr. Işık Ateş KIRAL | ||||
Course Assistants: |
Course Objectives: | The main aim of this course is to nurture discussions on what computer games are about, how games can be used in teaching / learning, and how games affect players. This course will help students build a solid foundation that will help them understand the basic problems of computer games and simulations. |
Course Content: | Bu ders, ciddi oyun oynamanın temel kavramlarına ve tanımına kapsamlı bir giriş sağlar. Şu konular işlenir: oyunlaştırma, oyunlaştırma ve davranış, ciddi oyunlar ve oyunlaştırma yoluyla davranışı geliştirme, ciddi oyun tasarım belgesi geliştirme, öğrenme teorilerini ciddi oyunlara entegre etme. |
The students who have succeeded in this course;
1) Learning the definition of serious gaming, differences from gamification 2) Learning basic definitions, concepts and theories surrounding gamification. 3) Learning how the behavior can be influenced by gamification. 4) Learning how to develop a serious game design 5) Learning how to implement learning theories into the serious game design |
Week | Subject | Related Preparation |
1) | Orientation, Introduction | |
2) | Introduction to Gamification Foundation and Underlying Theories - Part 1 | |
3) | Introduction to Gamification Foundation and Underlying Theories - Part 2 | |
4) | Introduction to Gamification Foundation and Underlying Theories - Part 3 | |
5) | Introduction to Gamification Foundation and Underlying Theories - Part 4, Gamification and Behavior - Part 1 | |
6) | Gamification and Behavior - Part 2 | |
7) | Serious Game Design Document – Requirements Specification - Part 3, System Design | |
8) | Serious Game Design Document – Requirements Specification | |
9) | Serious Game Design Document – Technical Architecture | |
10) | Serious Game Design Document – Game Design Part 1 | |
11) | Serious Game Design Document – Game Design Part 2 | |
12) | Serious Game Design Document – Programming, Asset Acquisition and Development | |
13) | Integrating Learning Theories Part 1 | |
14) | Integrating Learning Theories Part 2 | |
15) | Integrating Learning Theories Part 3 |
Course Notes / Textbooks: | • Bergeron, B. (2005). Developing serious games (game development series). Charles River Media, Inc. • Brockmann, T., Zarnekow, R., Robra-Bissantz, S., Lattemann, C., Stieglitz, S. (2017). Gamification: Using Game Elements in Serious Contexts. In Progress (pp. 19-29). IS Springer. • Dörner, R., Göbel, S., Effelsberg, W., Wiemeyer, J. (2016). Serious Games. Springer International Publishing. • Michael, D. R., Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade. • Loh, C. S., Sheng, Y., Ifenthaler, D. (2015). Serious games analytics. Edited by Christian Sebastian Loh, Yanyan Sheng, and Dirk Ifenthaler. Cham: Springer International Publishing. doi, 10, 978-3. |
References: | - |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
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Program Outcomes | |||||
1) - To have advanced theoretical and practical knowledge supported by textbooks, application tools and other resources containing current information in the field. | |||||
2) - To be able to use advanced theoretical and practical knowledge acquired in the field. - To be able to interpret and evaluate data using advanced knowledge and skills acquired in the field, to be able to identify and analyse problems, to be able to develop solutions based on research and evidence. | |||||
3) - To be able to carry out an advanced level study related to the field independently. - To be able to take responsibility individually and as a team member to solve complex and unforeseen problems encountered in applications related to the field. - To be able to plan and manage activities for the development of employees under his/her responsibility within the framework of a project. | |||||
4) - To be able to evaluate the advanced knowledge and skills acquired in the field with a critical approach, - To be able to determine their learning needs and to be able to direct their learning. -To be able to develop a positive attitude towards lifelong learning. | |||||
5) - Alanı ile ilgili konularda ilgili kişi ve kurumları bilgilendirebilme; düşüncelerini ve sorunlara ilişkin çözüm önerilerini yazılı ve sözlü olarak aktarabilme. - Alanı ile ilgili konularda düşüncelerini ve sorunlara ilişkin çözüm önerilerini nicel ve nitel verilerle destekleyerek uzman olan ve olmayan kişilerle paylaşabilme. -Toplumsal sorumluluk bilinci ile yaşadığı sosyal çevre için proje ve etkinlikler düzenleyebilme ve bunları uygulayabilme. - Bir yabancı dili en az Avrupa Dil Portföyü B1 Genel Düzeyi'nde kullanarak alanındaki bilgileri izleyebilme ve meslektaşları ile iletişim kurabilme. - Alanının gerektirdiği en az Avrupa Bilgisayar Kullanma Lisansı İleri Düzeyinde bilgisayar yazılımı ile birlikte bilişim ve iletişim teknolojilerini kullanabilme. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | - To have advanced theoretical and practical knowledge supported by textbooks, application tools and other resources containing current information in the field. | 3 |
2) | - To be able to use advanced theoretical and practical knowledge acquired in the field. - To be able to interpret and evaluate data using advanced knowledge and skills acquired in the field, to be able to identify and analyse problems, to be able to develop solutions based on research and evidence. | 3 |
3) | - To be able to carry out an advanced level study related to the field independently. - To be able to take responsibility individually and as a team member to solve complex and unforeseen problems encountered in applications related to the field. - To be able to plan and manage activities for the development of employees under his/her responsibility within the framework of a project. | 3 |
4) | - To be able to evaluate the advanced knowledge and skills acquired in the field with a critical approach, - To be able to determine their learning needs and to be able to direct their learning. -To be able to develop a positive attitude towards lifelong learning. | 3 |
5) | - Alanı ile ilgili konularda ilgili kişi ve kurumları bilgilendirebilme; düşüncelerini ve sorunlara ilişkin çözüm önerilerini yazılı ve sözlü olarak aktarabilme. - Alanı ile ilgili konularda düşüncelerini ve sorunlara ilişkin çözüm önerilerini nicel ve nitel verilerle destekleyerek uzman olan ve olmayan kişilerle paylaşabilme. -Toplumsal sorumluluk bilinci ile yaşadığı sosyal çevre için proje ve etkinlikler düzenleyebilme ve bunları uygulayabilme. - Bir yabancı dili en az Avrupa Dil Portföyü B1 Genel Düzeyi'nde kullanarak alanındaki bilgileri izleyebilme ve meslektaşları ile iletişim kurabilme. - Alanının gerektirdiği en az Avrupa Bilgisayar Kullanma Lisansı İleri Düzeyinde bilgisayar yazılımı ile birlikte bilişim ve iletişim teknolojilerini kullanabilme. | 3 |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 4 | % 50 |
Final | 1 | % 50 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 15 | 0 | 2 | 30 | |||
Project | 1 | 0 | 50 | 50 | |||
Homework Assignments | 7 | 0 | 6 | 42 | |||
Total Workload | 122 |