Werner Ravyse
Project management material prepared by lecturers (MS Teams will be used as the project management platform);
Prior learning skills, notes and materials;
Online resources such as tutorials, manuals, forums and more;
Depending on the project, there may also be existing repositories to use.
All learning material will be shared through the TUAS ItsLearning learner management system.
Applied prior learning (GDE, IGDT, Gamification and SGs, Advanced UI & UX, and others) for the practical work
CDIO principles in which we encourage students to seek out solutions to development challenges.
Supplementing theoretical knowledge gaps through critically seeking information and lecturer Q&A.
Individual grades are based on the group performance in delivering a serious game according to the customer specifications and technology/technique points (more detail about these technology points will be shared during the course introduction).
The technology/techniques included in the serious game output are determined by the student (grade/7);
The value of the serious game output and your group performance is is evaluated by the teachers (grade/3);
The UI/UX of the serious game output is evaluated by the customer (grade/5);
The novelty and complexity of the serious game output is evaluated by industry experts from TGL (grade/5);
All grades are added and divided by 4 to give the final grade out of 5.
There will be a peer review at the end of the project that could affect individual grades.
English
02.03.2023 - 19.05.2023
02.01.2023 - 10.03.2023
Engineering and Business
Werner Ravyse - responsible lecturer and project monitoring
Timo Haavisto - Project management lecturing and guidance
Jami Aho - Sprint coordinator and projects mentor
This course will require you to sign IPR transfer documents. These are to ensure that TUAS, if they so wish, can continue your project work after the conclusion of the course.
Degree Programme in Information and Communication Technology, Degree Programme in Information and Communications Technology
Kupittaa Campus
H-5
Since this is a group project that requires multiple weeks of work, there are no retake possibilities.
Also, no extensions for completing the work will be granted.
This course follows a combined constructivist and instructivist approach:
- Students are expected to apply prior technical knowledge for the development work and seek out and fill their knowledge gaps (teachers and Game Lab engineers will naturally facilitate this process).
- Students will be extensively guided and monitored on the project management.
The entire course is dedicated to making a serious game as a group project.
The duration of the course is 11 weeks - final presentation is on 18.5.2023.
Each student is expected to work 270 hours (10 ECTS) in total, or approximately 24 hours per week for the duration of the course.
Week 1 to 3 of the course: Project introductions + intense project management preparation and work scheduling
Weeks 4 to 9 of the course: Practical project work with weekly sprint sessions
Weeks 10 and 11 of the course: Project wrap-up and customer presentation
Peer review indicating that the student contributed little to nothing toward the serious game development or project management activities.
All members of a group will fail the course if the group fails to demonstrate a working serious game prototype.
The demonstration was not complete and offered no new information or approach about the game. The demonstration also showed that little effort was made in building excitement about the game. The demonstration failed to capture the interest of the audience and/or is confusing in what was communicated.
The demonstration offered some new information or approach about the game. The demonstration also showed initial effort was made in building excitement about the game. The demonstrated techniques used were effective in conveying main ideas, but a bit unimaginative.
The demonstration offered new information or approach about the game. The demonstration also showed strong effort was made in breaking new ground and building excitement about the game. The demonstration was imaginative and effective in conveying ideas to the audience.