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Mobile technology and gamification in client-centered work within social services and health careLaajuus (5 cr)

Code: SZZZ1528

Credits

5 op

Teaching language

  • Finnish

Objective

The student`s reflection about the possibilities of mobile technology and gamification within social services and health care is open-minded, professional and critical.

The student is able to combine the ideas of mobile technology and gamification to his/her prior learning. S/he is also able to evaluate the usability of the used methods.
The student has transferable skills to use mobile technology and gamification as a part of client-centered work within social services and health care.

Content

- Essential concepts eHealth, mHealth, gamification / serious games
- International studies about usability of mobile technology and gamification within social services and health care
- Ongoing and past projects and pilots about mobile technology and gamification in JAMK
- Familiarizing in digital methods and tools.

Qualifications

-

Assessment criteria, satisfactory (1)

Passed:
The student is able to reflect about the possibilities of mobile technology and gamification within social services and health care is open-minded, professional and critical.

Within assignments the student is able to combine the ideas of mobile technology and gamification to his/her prior learning. S/he is also able to evaluate the usability of the used methods.

The student has transferable skills to use mobile technology and gamification as a part of client-centered work within social services and health care.

If the above mentioned criteria does not fulfill, the course is failed (0).