Gamification of learningLaajuus (5 cr)
Code: YKMP0300
Credits
5 op
Teaching language
- Finnish
Objective
The students recognise and understand the societal changes that affect the operating environment of music educators, particularly from the perspectives of the internet, mobile technology and digital culture.
The students have an understanding of the opportunities provided by gamified and playful learning . They understand and are able to use concepts related to gamification. They are familiar with educational games in music and recognise the different forms of gaming, game genres and game mechanics. In addition to digital educational games, the students are also familiar with other forms of game pedagogy, such as gamified learning management systems and non-digital games and play.
The students have an understanding of the conditions for meaningful learning and possess tools for inspiring, motivating and committing learners. The students are capable of choosing appropriate pedagogical and technological solutions to support learning and making use of the opportunities provided by new technology in developing learning environments.
The students are prepared to further develop gamified solutions as well as their own actions and those of their work community to meet the changing needs of working life. They are fluent in oral and written communication and contribute to the development of multidisciplinary communication and interaction in working life.
Content
- changes in the operating environment of a music educator : digitalisation
- perspectives into learning: conditions for meaningful learning
- forms of gaming, game genres and game mechanics
- digital educational games
- non-digital games and play
- gamification and playfulness in learning and teaching music
- gamified learning management systems
Qualifications
Bachelor's Degree
Assessment criteria, satisfactory (1)
The students demonstrate their competence by completing their learning assignments expertly and by gathering feedback on the development of their competence through peer and self-evaluation.
Pass (S):
The students master essential terminology related to gamification, in addition to being familiar with a wide range of educational games intended for learning different aspects of music. They find pedagogically sound gamified and/or playful solutions for learning and teaching their own musical specialty .
During the course, the students participate in team work in a responsible manner so that their contribution has a positive effect on the end result . The students communicate clearly and fluently. They utilise information and communication technology in their reporting and communication in an appropriate manner
Fail (0):
The students do not achieve the minimum requirements for passing the course.