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Gamification and Serious Games (5 cr)

Code: 5051235-3009

General information


Enrollment
01.08.2023 - 03.11.2023
Registration for the implementation has ended.
Timing
23.10.2023 - 15.12.2023
Implementation has ended.
Number of ECTS credits allocated
5 cr
Local portion
5 cr
Mode of delivery
Contact learning
Unit
Engineering and Business
Campus
Kupittaa Campus
Teaching languages
English
Seats
20 - 60
Degree programmes
Degree Programme in Information and Communications Technology
Degree Programme in Information and Communication Technology
Teachers
Werner Ravyse
Teacher in charge
Werner Ravyse
Groups
ICTMODgameSem
MOD Game Development (International Semester)
PTIVIS21P
Game and Interactive Technologies
Course
5051235
No reservations found for realization 5051235-3009!

Evaluation scale

Hyväksytty/Hylätty

Content scheduling

This course covers the following topics related to Serious Games and Gamification:
- Theory of Gamification
- Theory of Serious Games
- Theory of learning and motivation
- Workflow of a gamification or serious games project
- UI design for mobile and an overview of mock-up tools
- Player types and their psychology
- Ethics of serious games and gamification

Objective

After completing the course, the student will be able to:
- Engage in theoretical discussions about applied gaming
- Apply known success factors of serious games to the design of applied gaming
- Describe implementation strategies for incorporating applied gaming as part of a learning environment
- Apply a basic understanding of human motivation to the design of solutions aimed at increased user engagement with underlying business processes
- Compile documentation that communicates the key requirements of an applied gaming solution
- Identify and understand the roles of key stakeholders in an applied gaming project
- Follow the process for designing applied gaming solutions
- Consider ethical matters in designing and implementing applied gaming solutions

Content

- Applied gaming design frameworks
- Pedagogy aspects and how the psychology of learning relates to applied gaming
- A practical view that highlights and explains human motivation as the basis for applied gaming
- Ethical questions about applied gaming
- Managing an applied gaming project
- Documenting the requirements for an applied gaming solution

Materials

Due to the ongoing developments in the field of Game Testing, recommended literature and further resources will be provided as part of the lecture material at the appropriate timing. This ensures that students are kept abreast with the latest testing techniques and trends.

Teaching methods

The course is in the process of being reworked into a fully collaborative virtual learning environment. Further details and instructions will be made available nearer to the start of the course.

Exam schedules

This course has no formal exam.

Pedagogic approaches and sustainable development

This course leans on CDIO principles and takes a project-based learning approach.

Completion alternatives

There is a risk that the collaborative environment might not be ready before the start of the course. If this is the case, we will revert to the more traditional contact and practical working methods. You will be informed in advance of the situation.

Student workload

The course is in the process of being reworked into a fully collaborative virtual learning environment. Further details and instructions will be made available nearer to the start of the course.

This course is 5 ECTS - students are expected to work 135 hours

Assessment criteria, approved/failed

Grades will be withheld from students who do not fully complete the requirements as stipulated through the collaborative learning platform

Evaluation methods and criteria

The course is in the process of being reworked into a fully collaborative virtual learning environment. Further details and instructions will be made available nearer to the start of the course.

Assessment of the course will happen through tasks and assignments within the collaborative platform.

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