BTE736 Gamification in Education

6 ECTS - 3-0 Duration (T+A)- . Semester- 3 National Credit

Information

Code BTE736
Name Gamification in Education
Term 2022-2023 Academic Year
Semester . Semester
Duration (T+A) 3-0 (T-A) (17 Week)
ECTS 6 ECTS
National Credit 3 National Credit
Teaching Language Türkçe
Level Yüksek Lisans Dersi
Type Normal
Mode of study Yüz Yüze Öğretim
Catalog Information Coordinator


Course Goal / Objective

The aim of this course; game, concepts related to gamification in education, game components, gamification principles.

Course Content

Psychological foundations of gamification, related theories and basic concepts, gamification models, components of gamification, gamification design, gamification ethics.

Course Precondition

none

Resources

Kapp, K. M. The gamification of learning and instruction game-based methods and strategies for training and education. John Wiley Sons.

Notes

cloud based software


Course Learning Outcomes

Order Course Learning Outcomes
LO01 Knows basic gamification concepts.
LO02 Explain the similarities and differences between game and gamification
LO03 Explains the psychology theories about the game.
LO04 Counts gamification components.
LO05 Summarizes the types of motivation in gamification.
LO06 Discusses the positive and negative aspects of gamification in the teaching process.
LO07 Makes a gamification design


Relation with Program Learning Outcome

Order Type Program Learning Outcomes Level
PLO01 Bilgi - Kuramsal, Olgusal Uses the basic concepts and principles of Instructional Technology at the level of expertise in the field.
PLO02 Bilgi - Kuramsal, Olgusal Approaches theories or practices related to the field of instructional technologies with high-level thinking skills such as critical thinking and creativity. 4
PLO03 Bilgi - Kuramsal, Olgusal List the applications of scientific research and related statistical techniques in the field of instructional technologies.
PLO04 Bilgi - Kuramsal, Olgusal Uses advanced information and communication technologies together with the computer software required by the field. 3
PLO05 Bilgi - Kuramsal, Olgusal Uses scientific research and related statistical techniques in classical applications of instructional technologies.
PLO06 Bilgi - Kuramsal, Olgusal Understands the multidimensional causes of complex, theoretical and current problems within the scope of instructional technologies and evaluates them in integrity. 4
PLO07 Beceriler - Bilişsel, Uygulamalı Develops a plan for the solution of complex, theoretical and current problems within the scope of the field with a scientific perspective, implements the plan and evaluates the results.
PLO08 Yetkinlikler - Öğrenme Yetkinliği Takes personal responsibilities in solving problems related to the field or within the scope of the field. 3
PLO09 Beceriler - Bilişsel, Uygulamalı It follows the scientific developments in the field of instructional technologies and carries it into professional practice.
PLO10 Beceriler - Bilişsel, Uygulamalı It follows current problems and practices, identifies problems in line with national values and country realities, proposes solutions and evaluates them.
PLO11 Beceriler - Bilişsel, Uygulamalı He/she is a critical thinker, generates new ideas and has the ability to explore and solve problems. 3
PLO12 Yetkinlikler - Bağımsız Çalışabilme ve Sorumluluk Alabilme Yetkinliği Establishes effective and healthy communication with students, teachers, school management, families and individuals in the study group.
PLO13 Yetkinlikler - Bağımsız Çalışabilme ve Sorumluluk Alabilme Yetkinliği Knows a foreign language at a level to follow foreign sources related to his field.
PLO14 Yetkinlikler - Bağımsız Çalışabilme ve Sorumluluk Alabilme Yetkinliği It takes responsibility for the dissemination and distribution of developments in the field at local and national level.
PLO15 Yetkinlikler - Öğrenme Yetkinliği It supports the protection and learning of these values by acting on the basis of scientific and ethical values in its work in the field.
PLO16 Yetkinlikler - Öğrenme Yetkinliği Interprets, develops and evaluates strategy, policy and implementation plans on the future of the field on the basis of quality processes.
PLO17 Yetkinlikler - Öğrenme Yetkinliği It carries the relevant developments in other fields to the field of instructional technologies. 4
PLO18 Yetkinlikler - Öğrenme Yetkinliği It creates and maintains an efficient collaborative working environment by developing insight into stakeholder behavior. 4
PLO19 Yetkinlikler - Alana Özgü Yetkinlik It develops teaching activities and practices by integrating teaching technologies into different disciplines and thus increases teaching effectiveness.
PLO20 Yetkinlikler - Alana Özgü Yetkinlik Based on the principles of instructional technologies, it designs and develops instructional content suitable for current digital platforms. 4
PLO21 Yetkinlikler - Alana Özgü Yetkinlik Acquires digital competency skills, which are included in 21st century skills, and literacy related to newly emerging current instructional technologies in accordance with the requirements of the age.


Week Plan

Week Topic Preparation Methods
1 Introduction Review of the current subject Öğretim Yöntemleri:
Soru-Cevap
2 Basic concepts of gamification. Review of the current subject Öğretim Yöntemleri:
Tartışma
3 Theoretical foundations of games and gamification examination of related topics Öğretim Yöntemleri:
Soru-Cevap
4 The positive and negative aspects of playing games. examination of related topics Öğretim Yöntemleri:
Soru-Cevap
5 Gaming psychology and gaming addiction examination of related topics Öğretim Yöntemleri:
Soru-Cevap
6 Gamification components examination of related topics Öğretim Yöntemleri:
Soru-Cevap
7 Examples of gamification from different disciplines examination of related topics Öğretim Yöntemleri:
Tartışma
8 Mid-Term Exam Ölçme Yöntemleri:
Proje / Tasarım
9 Examples of gamification in education examination of related topics Öğretim Yöntemleri:
Soru-Cevap
10 Examples of gamification in education examination of related topics Öğretim Yöntemleri:
Tartışma, Örnek Olay
11 Gamification tools examination of related topics Öğretim Yöntemleri:
Soru-Cevap
12 Gamification models examination of related topics Öğretim Yöntemleri:
Soru-Cevap
13 In-class gamification design Translation results examination of related topics Öğretim Yöntemleri:
Tartışma
14 Gamification and ethics examination of related topics Öğretim Yöntemleri:
Tartışma
15 Project presentations examination of related topics Öğretim Yöntemleri:
Tartışma
16 Term Exams reviewing the topics for the term. Ölçme Yöntemleri:
Proje / Tasarım
17 Term Exams reviewing the topics for the term. Ölçme Yöntemleri:
Proje / Tasarım


Student Workload - ECTS

Works Number Time (Hour) Workload (Hour)
Course Related Works
Class Time (Exam weeks are excluded) 14 3 42
Out of Class Study (Preliminary Work, Practice) 14 5 70
Assesment Related Works
Homeworks, Projects, Others 0 0 0
Mid-term Exams (Written, Oral, etc.) 1 15 15
Final Exam 1 30 30
Total Workload (Hour) 157
Total Workload / 25 (h) 6,28
ECTS 6 ECTS

Update Time: 17.11.2022 05:36