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
-
ICTMODgameSemMOD Game Development (International Semester)
-
PTIVIS21PGame and Interactive Technologies
- Course
- 5051235
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
Arviointimenetelmät ja arvioinnin perusteet
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.