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Gamification and Serious Games (5 op)

Toteutuksen tunnus: 5051235-3008

Toteutuksen perustiedot


Ilmoittautumisaika
26.08.2022 - 28.10.2022
Ilmoittautuminen toteutukselle on päättynyt.
Ajoitus
24.10.2022 - 22.12.2022
Toteutus on päättynyt.
Opintopistemäärä
5 op
Lähiosuus
5 op
Toteutustapa
Lähiopetus
Yksikkö
Tekniikka ja liiketoiminta
Toimipiste
Kupittaan kampus
Opetuskielet
englanti
Koulutus
Degree Programme in Information and Communications Technology
Tieto- ja viestintätekniikan koulutus
Opettajat
Mika Luimula
Werner Ravyse
Vastuuopettaja
Werner Ravyse
Ryhmät
ICTMODgameSem
MOD Game Development (International Semester)
PTIVIS20P
Game and Interactive Technologies
Opintojakso
5051235
Toteutukselle 5051235-3008 ei löytynyt varauksia!

Arviointiasteikko

H-5

Sisällön jaksotus

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
Each topic will be covered in the weekly lectures.
The second session will be dedicated to introducing your customer and customer project that forms the practical work of the course.

Tavoitteet

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

Sisältö

- 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

Oppimateriaalit

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.

Opetusmenetelmät

Learning on this course combines instructivist (20-25%), constructivist (50%) and connectivist (25-30%) learning methods, implying that students will receive instruction during contact sessions while also being responsible for their own development in the field of serious games and gamification. Students will complete a practical project, where peer-assisted learning will be encouraged through various e-communication channels.

This course is a collaboration with the University of Turku and we will use the Moodle learning platform.

Students are able to access Moodle using their Haka accounts (TUAS account credentials).

Tenttien ajankohdat ja uusintamahdollisuudet

This course has no formal exam.

Pedagogiset toimintatavat ja kestävä kehitys

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

Toteutuksen valinnaiset suoritustavat

Depending on the COVID19 situation and also on the policies of TUAS and UTU regarding COVID19, we have the option to revert to online lecturing, if needed.

Opiskelijan ajankäyttö ja kuormitus

This course has contact sessions as per your academic calendar scheduling and material will be made available online via the Moodle platform.

This course is 5 ECTS - students are expected to work 135 hours:
- Contact sessions (10 to 20 hours)
- Independent reading and research (25 to 35 hours)
- Practical experiential learning (80 to 100 hours) - this includes time for doing assignments

Evaluation methods and criteria

The assessment for this course relies on the completion of a group gamification or serious game project. There are also several smaller tasks that will monitor participation and progress.
The group project is assessed by:
- Lecturer evaluation of applied serious game or gamification principles;
- Customer evaluation of the practical value of the project result; and
- Peer- and self-assessment

The course grade comprises the average of the three project assessments, whereby individual grades may be influenced by the peer- and self-assessment.

The course progress tasks do not contribute to the final grade, but are mandatory (ALL tasks must be completed). Missing any of the tasks will result in failing the course.

Failed (0)

No project was demonstrated at the end of the course.
All progress tasks were not completed.

Lisätiedot

Lab times for practical work and support are scheduled for the same days (but in the afternoons) as your lecture sessions.

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