Mobile technology and gamification in client-centered work within social services and health care, 5 cr - SZZZ1528
Credits
5 cr
Course language
Finnish
Upcoming implementations
No upcoming implementations. See the syllabus for more information.
Learning outcomes of the course
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.
Course contents
- 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.
Prerequisites and co-requisites
-
Evaluation scale
Pass/Fail
Assessment criteria
Assessment criteria - grade 1 and 2
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).