Gamification and Serious Games (5 cr)
Code: 5051235-3011
General information
- Enrollment
- 01.06.2025 - 27.10.2025
- Registration for the implementation has begun.
- Timing
- 27.10.2025 - 15.12.2025
- The implementation has not yet started.
- 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
- 0 - 60
- Degree programmes
- Degree Programme in Information and Communications Technology
- Degree Programme in Information and Communication Technology
Realization has 16 reservations. Total duration of reservations is 32 h 0 min.
Time | Topic | Location |
---|---|---|
Mon 03.11.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
LEM_A173_Lemminkäinen
Lemminkäinen
|
Mon 03.11.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 10.11.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
LEM_A173_Lemminkäinen
Lemminkäinen
|
Mon 10.11.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 17.11.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
LEM_A173_Lemminkäinen
Lemminkäinen
|
Mon 17.11.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 24.11.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
LEM_A173_Lemminkäinen
Lemminkäinen
|
Mon 24.11.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 01.12.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
ICT_C1027_Lambda
LAMBDA
|
Mon 01.12.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 08.12.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
ICT_C1027_Lambda
LAMBDA
|
Mon 08.12.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Thu 11.12.2025 time 12:00 - 14:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
ICT_C1042_Myy
MYY
|
Thu 11.12.2025 time 14:00 - 16:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
|
Mon 15.12.2025 time 13:00 - 15:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
ICT_C1027_Lambda
LAMBDA
|
Mon 15.12.2025 time 15:00 - 17:00 (2 h 0 min) |
Gamification and Serious Games 5051235-3011 |
Evaluation scale
H-5
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
- 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. The course provides:
- On-site lectures
- Slide-based learning material with links to external sources
- Short online theory tasks
- Instruction for applying gamification or serious game theory to the design of such a solution
Teaching methods
The course expects students to apply theoretical knowledge from lectures, tasks, and further learning material to a case study requiring a serious game or gamification design. Learning will be evidenced through the submission of project documentation and design presentation.
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.
Student workload
This course is 5 ECTS - students are expected to work 135 hours
- 30% individual theory work
- 70% group project work
Assessment criteria, approved/failed
25% of the course grade is from the theory tasks - all tasks are mandatory
75% of the course grade is from the practical group project - there will also be a self- and peer-evaluation at the conclusion of the project that may affect individual project assessment.
Evaluation methods and criteria
The course is graded in two parts:
- The theory part of the course requires students to complete Moodle-based tasks - the average of these tasks accounts for 25% of the course grade.
- The practical part of the course requires students, in groups, to apply the course theory to a gamification or serious games design case - the practical group project accounts for 75% of the course grade.
Students are expected to present their group project at the end of the course and submit the required project documentation. The group project is active throughout the duration of the course.
Failed (0)
If a group does not deliver a group project at the end of the course, the group will be interviewed and the causes of non-delivery will determine the course outcome for the students of that group.
Students who do not complete all the Moodle-based activities will fail the course.
Assessment criteria, satisfactory (1-2)
Theory tasks count 25% of the course grade and are graded on a scale of 0-5 according to an answer sheet.
For the group project:
- Concept is unclear or lacks originality
- Mechanics are confusing
- Overall intention of the applied gaming solution is not met
- Poor group communication and contribution
- Missing or unclear documentation
Assessment criteria, good (3-4)
Theory tasks count 25% of the course grade and are graded on a scale of 0-5 according to an answer sheet.
For the group project:
- Concept is clear and somewhat original or creative
- Functional and balanced mechanics
- Generally meets the goals and needs of the target group
- Groupwork collaboration is fair with coordination
- Adequate documentation and presentation
Assessment criteria, excellent (5)
Theory tasks count 25% of the course grade and are graded on a scale of 0-5 according to an answer sheet.
For the group project:
- Concept is highly original, innovative, and engaging
- Polished, intuitive, and innovative mechanics
- Perfectly tailored to audience and purpose with strong impact
- Excellent collaboration, communication, and project management
- Professional, thorough, and engaging documentation and presentation
Further information
The course is shared with UTU and ÅA students - for this reason, all material, tasks and instructions will be handled through Moodle that TUAS students can access using the Haka login method.