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 |