Mika Luimula
Due to the practical nature of this course, there is no prescribed learning material. All necessary documentation and other material toward the successful completion of Advanced Game Technologies will be shared with students throughout the course.
Advanced Game Technologies is taught by means of:
1. Contact sessions and lectures;
2. Lecturer and TGL engineer guidance during on-site project work;
3. Customer coaching during on-site project work
4. Self-learning and discovery by students
This course is completely hands-on and students are expected to take initiative for their learning.
There are 3 deliverables throughout the course.
Each deliverable will be evaluated on an H-5 scale.
1. Customer project 01;
2. Gamification and serious games;
- See relevant implementation plan for assessment criteria;
3. Customer project 02.
The 2 customer projects are evaluated as follows:
GROUP grade...
- Expert evaluation of the deliverable (H-5);
- Customer evaluation of the deliverable (H-5);
- Lecturer overall impression of the deliverable (H-5).
The average of these three gives a group grade for each student per project.
INDIVIDUAL student per group grade
Each student will also be measured on their contribution to the group's activities for each project by:
- Self assessment of the contribution made;
- Group member evaluation of the contribution made;
- An overall impression by the course lecturers of the individual work logs.
The average of these three gives an individual grade for each student per project.
Each project's grade will be calculated:
(GROUP grade x 0,3) + (INDIVIDUAL grade x 0,7)
The average of the three components...
Customer project 01
Gamification and serious games
Customer project 02
… gives the final grade for Advanced Game Technologies
Finnish
31.08.2020 - 01.03.2021
31.07.2020 - 11.09.2020
Engineering and Business
Werner Ravyse and Mika Luimula
Students are responsible for:
1. Distributing and collecting customer and expert feedback forms for their project evaluations.
2. Filling and returning peer- and self-evaluation forms at the end of each project.
Failure to do this will impact the course grade.
The lecturers will provide the appropriate forms upon request.
Degree Programme in Information Technology
Kupittaa Campus
0.00 credits
0.00 credits
H-5
This course leans on CDIO principles and takes a project-based learning approach.
Students of Advanced Game Technologies are each expected to complete 400 hours of work:
1. Contact sessions and lectures (50-60 hours)
2. Coaching during on-site work (140-160 hours)
3. Independent work (200-220 hours)
Students are expected to keep individual work logs of their activities related to the various projects. These work logs form part of the course assesment and will be reviewed regularly throughout the course.
Advanced Game Technologies consists of several parts and the expected scheduling is as follows:
31.8.2020 to 11.9.2020 - Preparing for VR development with Unity
07.9.2020 to 18.9.2020 - Introducing hand- and eye-tracking for VR
September to November - Customer project
06.11.2020 to 18.12.2020 - Gamification and serious games
January to March - Customer Project
Please note that not all dates of the course are fixed. This allows for maximum flexibility to complete customer projects.
Failure to complete all three components
Customer project 01
Gamification and serious games
Customer project 02
… will result in failure of Advanced Game Technologies