Skip to main content

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
Teachers
Werner Ravyse
Groups
PTIVIS23P
Game and Interactive Technologies
Course
5051235

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
Changes to reservations may be possible.

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.

Go back to top of page