Radio, Television and Cinema (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: |
Spring Fall |
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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 |
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Program Outcomes | ||||||||||||||
1) By providing both theoretical and practical education, it prepares students for academic and business life. | ||||||||||||||
2) It provides a critical perspective on mass media. | ||||||||||||||
3) With the English curriculum, it allows students to follow the international market and academic studies from original sources. | ||||||||||||||
4) Students will be an expert in front of the camera, behind-the-scenes, news center, light, sound, editing, directing, cinematography, screenwriting. | ||||||||||||||
5) Thanks to the media professionals, the students will be ready for the sector. | ||||||||||||||
6) Acquires production skills such as short and medium films, screenplays, documentaries and TV programs. | ||||||||||||||
7) Have the basic knowledge and experience of image technologies. | ||||||||||||||
8) Thanks to sectoral cooperation, professional business life will be started. | ||||||||||||||
9) Through an applied curriculum, students gain an interdisciplinary perspective on different media studies. | ||||||||||||||
10) With the technical training to be taken in studio environment, students gain experience in the sector. | ||||||||||||||
11) They will have skills such as negotiating with the group, taking initiative. | ||||||||||||||
12) Acquire basic values related to media and business ethics. | ||||||||||||||
13) Follow the developments in the field and communicate with colleagues by using a foreign language at least at the level of European Language Portfolio B1. | ||||||||||||||
14) Students use information and communication technologies together with computer software at the advanced level of European Computer Driving License required by the field. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | By providing both theoretical and practical education, it prepares students for academic and business life. | |
2) | It provides a critical perspective on mass media. | |
3) | With the English curriculum, it allows students to follow the international market and academic studies from original sources. | |
4) | Students will be an expert in front of the camera, behind-the-scenes, news center, light, sound, editing, directing, cinematography, screenwriting. | |
5) | Thanks to the media professionals, the students will be ready for the sector. | |
6) | Acquires production skills such as short and medium films, screenplays, documentaries and TV programs. | |
7) | Have the basic knowledge and experience of image technologies. | |
8) | Thanks to sectoral cooperation, professional business life will be started. | |
9) | Through an applied curriculum, students gain an interdisciplinary perspective on different media studies. | |
10) | With the technical training to be taken in studio environment, students gain experience in the sector. | |
11) | They will have skills such as negotiating with the group, taking initiative. | |
12) | Acquire basic values related to media and business ethics. | |
13) | Follow the developments in the field and communicate with colleagues by using a foreign language at least at the level of European Language Portfolio B1. | |
14) | Students use information and communication technologies together with computer software at the advanced level of European Computer Driving License required by the field. |
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 |