Gamification and Serious Games (5 op)
Toteutuksen tunnus: 5051235-3003
Toteutuksen perustiedot
- Ilmoittautumisaika
- 29.09.2020 - 30.10.2020
- Ilmoittautuminen toteutukselle on päättynyt.
- Ajoitus
- 26.10.2020 - 11.12.2020
- Toteutus on päättynyt.
- Opintopistemäärä
- 5 op
- Lähiosuus
- 5 op
- Toteutustapa
- Lähiopetus
- Yksikkö
- Tekniikka ja liiketoiminta
- Toimipiste
- Kupittaan kampus
- Opetuskielet
- englanti
- Koulutus
- Degree Programme in Information and Communications Technology
- Tieto- ja viestintätekniikan koulutus
- Opettajat
- Mika Luimula
- Werner Ravyse
- Vastuuopettaja
- Mika Luimula
- Ryhmät
-
PTIVIS17PPTIVIS17P
-
PTIVIS18PPTIVIS18P
- Opintojakso
- 5051235
Arviointiasteikko
H-5
Sisällön jaksotus
This course is spread over 7 weeks according to the following topics:
02.11.2020
- Introduction to the course and group formation
- Introduction to gamification and serious games
- UI design for Mobile and Web
09.11.2020
- Managing a gamification or serious games project workflow
- We will suggest some mock-up tools students can use for the course
- Unpacking the requirements document for a gamification or serious game design
16.11.2020
- Learning and motivation theory behind gamification and serious games
- Ethical issues surrounding gamification and serious games
23.11.2020
- Midway customer presentation session
30.11.2020
- GUEST LECTURE: Mobile and VR platform design aspects for gamification and serious games
- Player types and how to engage them
07.12.2020
- Final project customer presentation
14.12.2020
- Final project customer presentation
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 research in the fields of Gamification and Serious Games, recommended literature will be provided as part of the lecture material at the appropriate timing. This ensures that students are kept abreast of the latest techniques and trends.
Opetusmenetelmät
Learning on this course combines instructivist (20-25%), constructivist (50%) and connectivist (25-30%) methods, implying that students will receive instruction during contact sessions while also being responsible for their own development in the Fields of gamification and serious games. Peer-assisted learning will be encouraged through various e-communication channels - particulalrly for the course group assignment.
Pedagogiset toimintatavat ja kestävä kehitys
This course leans on CDIO principles and takes a project-based learning approach.
Opiskelijan ajankäyttö ja kuormitus
Due to the COVID19 situation, the course is managed entirely online via the Moodle learning platform. During the web-contact sessions, students will receive instructions on how to complete the respective study section for that topic.
All study material will be available online.
This course is 5 ECTS - students are expected to work 135 hours:
- Contact sessions (10 to 20 hours)
- Independent reading and research (25 to 35 hours)
- Practical experiential learning (80 to 100 hours) - this includes time for doing assignments
Arviointimenetelmät ja arvioinnin perusteet
The course consists of 1 Group assignment that spans the duration of the course. Students will be introduced to the project at the start of the course. The final submission includes a gamification or serious game mockup with complete UI design, as well as a requirements document for the further development.
- The submission schedule for the Group project is as follows:
16.11.2020 - Paper prototype
30.12.2020 - Wireframe
14.12.2020 - Mockup + requirements document
- Submissions for the group project will be in video format and a PDF requirements document;
The group project is evaluated as follows:
- Project owner evaluation of the game (H-5);
- Lecturer overall impression of the game (H-5);
The average of these will give the group project grade.
The paper prototype and wireframe submissions are for monitoring student progress and used as the basis of formative feedback. For every formative opportunity missed, one grade point will be deducted from the final grade of each group member.
The course also has 3 online quizzes that must be completed at the following timing:
13.11.2020 - Basics of gamification and serious games
27.11.2020 - Psychology of gamification and serious games
18.12.2020 - Design factors for gamification and serious games
The group project and quizzes will be transposed to a grade out of 5
Course grade is calculated as follows:
(Group project x 0,75) + (Average of online quizzes x 0,25)
During the last session, students will be asked to conduct a peer- and self-assessment on a per-group-project basis. This will determine individual performances within each group and form the grounds for individual grade adjustments (if deemed necessary by the lecturer).
All tasks will be submitted through the LMS.
Hylätty (0)
- Non-participation in the group project (determined through self- and peer-assessment)
- Failure to make the final group project submission on time AND in full (in such cases, the entire group will fail the course)
- Extensions will only be granted for online quizzes
- Extensions will only be granted upon written receipt of credible reason