Gamification and Serious Games (5 cr)
Code: 5051235-3005
General information
- Enrollment
- 12.12.2020 - 10.01.2021
- Registration for the implementation has ended.
- Timing
- 11.01.2021 - 30.04.2021
- 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
- Degree programmes
- Degree Programme in Information and Communications Technology
- Degree Programme in Information and Communication Technology
- Teachers
- Werner Ravyse
- Course
- 5051235
Evaluation scale
H-5
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