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Gamification and Serious Games (5 op)

Toteutuksen tunnus: 5051235-3011

Toteutuksen perustiedot


Ilmoittautumisaika
01.06.2025 - 27.10.2025
Ilmoittautuminen toteutukselle on käynnissä.
Ajoitus
27.10.2025 - 15.12.2025
Toteutus ei ole vielä alkanut.
Opintopistemäärä
5 op
Lähiosuus
5 op
Toteutustapa
Lähiopetus
Yksikkö
Tekniikka ja liiketoiminta
Toimipiste
Kupittaan kampus
Opetuskielet
englanti
Paikat
0 - 60
Koulutus
Degree Programme in Information and Communications Technology
Tieto- ja viestintätekniikan koulutus
Opettajat
Werner Ravyse
Ryhmät
ICTMODgameSem
MOD Game Development (International Semester)
PTIVIS23P
Game and Interactive Technologies
Opintojakso
5051235

Toteutuksella on 16 opetustapahtumaa joiden yhteenlaskettu kesto on 32 t 0 min.

Aika Aihe Tila
Ma 03.11.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
LEM_A173_Lemminkäinen Lemminkäinen
Ma 03.11.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 10.11.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
LEM_A173_Lemminkäinen Lemminkäinen
Ma 10.11.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 17.11.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
LEM_A173_Lemminkäinen Lemminkäinen
Ma 17.11.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 24.11.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
LEM_A173_Lemminkäinen Lemminkäinen
Ma 24.11.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 01.12.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
ICT_C1027_Lambda LAMBDA
Ma 01.12.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 08.12.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
ICT_C1027_Lambda LAMBDA
Ma 08.12.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
To 11.12.2025 klo 12:00 - 14:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
ICT_C1042_Myy MYY
To 11.12.2025 klo 14:00 - 16:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Ma 15.12.2025 klo 13:00 - 15:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
ICT_C1027_Lambda LAMBDA
Ma 15.12.2025 klo 15:00 - 17:00
(2 t 0 min)
Gamification and Serious Games 5051235-3011
Muutokset varauksiin voivat olla mahdollisia.

Arviointiasteikko

H-5

Sisällön jaksotus

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

Tavoitteet

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

Sisältö

- 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

Oppimateriaalit

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

Opetusmenetelmät

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.

Tenttien ajankohdat ja uusintamahdollisuudet

This course has no formal exam.

Pedagogiset toimintatavat ja kestävä kehitys

This course leans on CDIO principles and takes a project-based learning approach.

Opiskelijan ajankäyttö ja kuormitus

This course is 5 ECTS - students are expected to work 135 hours
- 30% individual theory work
- 70% group project work

Arviointikriteerit, hyväksytty/hylätty

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.

Arviointimenetelmät ja arvioinnin perusteet

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.

Hylätty (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.

Arviointikriteerit, tyydyttävä (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

Arviointikriteerit, hyvä (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

Arviointikriteerit, kiitettävä (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

Lisätiedot

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.

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