BTÖ625 - GAMIFICATION IN EDUCATION

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
GAMIFICATION IN EDUCATION BTÖ625 Any Semester/Year 2 2 3 8
Prequisites-
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Question and Answer
Case Study
Problem Solving
Project Design/Management
 
Instructor (s)Asst. Prof. Dr. Selay Arkün Kocadere 
Course objectiveComprehending the theoretical framework of gamification design considering game design, transferring game elements to gamification, examining gamification examples of both business and education; distinguish between game and gamification, discussing the effect of gamification on instruction; designing both gamified classrooms and online learning environments 
Learning outcomes
  1. Ability to comprehend theoretical framework of gamification design; Ability to distinguish between game and gamification; Ability to transfer game elements to gamification; Ability to evaluate gamification examples; Ability to design effective gamification; Ability to discuss positive and negative effect of gamification of education
Course ContentTheoretical framework of gamification design; the difference between game and gamification; similarity and discrepancy between game and gamification design; gamification examples of business, marketing, and education; gamification elements; gamification design for classroom; gamification design for online learning environment; gamification tools; gamified assessment; effect of gamification on education; a critical outlook on gamification. 
ReferencesAbramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education?: it depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61, 217-232.
Arkün Kocadere, S. & Çağlar, Ş. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3), 85-99.
Boticki, I., Baksa, J., Seow, P., & Looi, C.-K. (2015). Usage of a mobile social learning platform with virtual badges in a primary school. Computers & Education, 86, 120-136.
Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. Paper presented at the PACIS.
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification.  

Course outline weekly

WeeksTopics
Week 1What gamification is and it is not?
Week 2Theoretical framework of gamification
Week 3Relationship between game design and gamification
Week 4Examples from gamification of business
Week 5Examples from gamification of education
Week 6Gamification models: Process and elements
Week 7Midterm
Week 8Effect of gamification of education
Week 9Gamification design for classrooms
Week 10Gamification design for online learning environments
Week 11Tools for gamification
Week 12Gamified assessment
Week 13A critical outlook on gamification
Week 14Project pre-presentation
Week 15Project final presentation
Week 16-

Assesment methods

Course activitiesNumberPercentage
Attendance140
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments210
Presentation110
Project150
Seminar00
Midterms130
Final exam00
Total100
Percentage of semester activities contributing grade succes350
Percentage of final exam contributing grade succes150
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 2 28
Laboratory 0 0 0
Application14228
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)11444
Presentation / Seminar Preparation11010
Project14040
Homework assignment21020
Midterms (Study duration)11010
Final Exam (Study duration) 16060
Total Workload45138240

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Approaching the theories and praxis in the field of CEIT (Computer Education and Instructional Technology) by utilizing scientific and higher order thinking skills.  X  
2. Utilizing the concepts and principles of CEIT in research effectively  X  
3. Evaluating the theoretical and practical place of CEIT in interdisciplinary studiesX    
4. Planning and conducting research in order to contribute to the literature and practice in the CEIT    X 
5. Following the current trends in CEIT and reflecting them upon their studies.    X
6. Developing proposals based on theories on diffusion of CEIT and its integration into learning-teaching processes and guiding institutions  X  
7. Analyzing and reporting studies on designing, developing and disseminating e-learning environments based on learning-teaching theories   X 
8. Contributing to collaborative national/international projects based on ICT for solving social or field-specific problemsX    
9. Evaluating practices based on theories and models based on social/psychological/educational/cognitive variables related to the effects of technology on life  X  
10. Acting as aware of the rules of professional ethicsX    
11. Evaluating the relationship between Turkey's ICT vision, strategic goals and action plans and the theories and models in the field.X    
12. Utilizing multiple literacy skills specific to the field in their studies and following new literaciesX    

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest