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Serious Games & GamificationLaajuus (5 cr)

Code: HTGP0320

Credits

5 op

Teaching language

  • English

Responsible person

  • Ilari Miikkulainen

Objective

The object of the course
In which way intrinsic motivation drives people to do something? How to engage people to act somehow? In which way people can be motivate to do something? Which kind of serious games exists and what are the best practises and functions which make people move?
What is gamification and does it really effect and if it does, where, when and why?

During this course you will become acquainted with the world of serious games and gamification. You are able to recognize factors which can engage and/or manipulate people to activate to do something in various fields such as in education, healthcare or business. You will understand in which way intrinsic motivation and self-determination theory effects in our everyday life and in which way you are able to engage people to do something reasonable and meaningful in their life.


Course competences
Game Production Competence

The learning objectives of the course

During this course you will learn the basic psychological framework behind serious games and gamification. You will also become acquainted how people can be engaged and how they are able to develop themselves in various areas though serious games and gamified solutions. You are able to product a serous game or gamified concept.

Content

You will learn to understand basic psychologic framework behind serious games and gamification. You are also able to implement this theory to real life situations and solutions.
You will learn how basic MDA-elements are related to gamified solutions and what game-like elements are.
During the course we will use Design Thinking method as base for concept work.

Qualifications

This course is suitable for all JAMK and Edu-futura students with previous background in own field of expertise if you are motivated with concepting and serious games/gamification.
Basic project work skills required.

Assessment criteria, satisfactory (1)

Sufficient (1): You have knowledge in the area of serious games and gamification. You know the basic concepts and theoretical framework behind serious games. You are able to develop a concept seed concerning serious game or gamified solution.

Satisfactory (2): You understand the concepts and you are able to show which way your concept idea effects to the target audience/group. You have a knowledge to use various game-like elements which engage people to develop themselves. You are able to work in serious game development group and use your skills to improve the process.

Assessment criteria, good (3)

Good (3): You understand theoretical background of serious games and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to solve problems. You understand the correlation between MDA and gamification and are able to apply reasonable game-like elements into non-game environment in your project.

Very good (4): You understand the theoretical concepts behind non-game solutions thoroughly and you will be able to analyze existing solutions from MDA and SDT view point. You are able to make decent serious game and/or gamified solution/concept which is useful in chosen field of industry.

Assessment criteria, excellent (5)

Excellent (5): You understand the theoretical framework thoroughly and you will be able to analyze gamified concepts critically. You can analytically discuss about gamification and serious games, present and defend (based on knowledge and evidence) your opinions. You are able to show the critical points though game theory and MDA as well as from the psychologic view point. You can implement your knowledge and understanding concerning the topic also in your own field of expertise. Your gamified concept/prototype is in the level that it would be possible to continue to the production phase.

Enrollment

01.08.2024 - 22.08.2024

Timing

26.08.2024 - 18.12.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Business

Campus

Main Campus

Teaching languages
  • English
Seats

20 - 35

Degree programmes
  • Bachelor's Degree Programme in Business Information Technology
Teachers
  • Ilari Miikkulainen
Groups
  • ZJA24SI
    Avoin amk, tiko
  • HBI21S1
    Degree Programme in International Business
  • HBI23S1
    Bachelor's Degree Programme in International Business
  • HTG23S1
    Bachelor's Degree Programme in Business Information Technology
  • HBI20S1
    Bachelor's Degree Programme in International Business
  • HBI22S1
    Degree Programme in International Business

Objective

The object of the course
In which way intrinsic motivation drives people to do something? How to engage people to act somehow? In which way people can be motivate to do something? Which kind of serious games exists and what are the best practises and functions which make people move?
What is gamification and does it really effect and if it does, where, when and why?

During this course you will become acquainted with the world of serious games and gamification. You are able to recognize factors which can engage and/or manipulate people to activate to do something in various fields such as in education, healthcare or business. You will understand in which way intrinsic motivation and self-determination theory effects in our everyday life and in which way you are able to engage people to do something reasonable and meaningful in their life.


Course competences
Game Production Competence

The learning objectives of the course

During this course you will learn the basic psychological framework behind serious games and gamification. You will also become acquainted how people can be engaged and how they are able to develop themselves in various areas though serious games and gamified solutions. You are able to product a serous game or gamified concept.

Content

You will learn to understand basic psychologic framework behind serious games and gamification. You are also able to implement this theory to real life situations and solutions.
You will learn how basic MDA-elements are related to gamified solutions and what game-like elements are.
During the course we will use Design Thinking method as base for concept work.

Oppimateriaali ja suositeltava kirjallisuus

Burke B. How Gamification Motivates People to Do Extraordinary Things
Deci&Ryan: Self-Determination Theory, 2018
McConical: Reality Is Broken: Why Games Make Us Better and How They Can Change the World,2011
Yu-kai Chou:Actionable Gamification: Beyond Points, Badges, and Leaderboard 2014

Teaching methods

The course will be executed with blended model which contains both face-to-face and online sessions.

During the course methods used are flipped learning, problem-based learning, design thinking and project-based learning.

Implementation:Lectures/online lectures, webinars, exercises/learning assignments and workshops.
During the course students will implement a serious game or gamified application concept idea which is related to a need of some target group. It can be related e.g. to learning, health, rehab, marketing etc.
Learning will happen through the project and the guidance will be given to the group/individual based on the needs go the development process. Design thinking will be used as base of the project structure. The assessment is based on the individual learning diary and summary of learning outcomes and the final concept paper.

Employer connections

During the course the student will become acquainted several already existing gamified executions as well as the experts from the field.

Exam schedules

There is no exam during this course. The assessment is based to the final concept idea and individual learning diary+summary.

Vaihtoehtoiset suoritustavat

You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.

The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.

Student workload

This course workload is 5ects=135h

Lectures and theory framework= 25%
Research and industrial espionage=25%
Gamified concept project= 40%
Learning diary and summary= 10%

Further information

Exchange students: 10

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You have knowledge in the area of serious games and gamification. You know the basic concepts and theoretical framework behind serious games. You are able to develop a concept seed concerning serious game or gamified solution.

Satisfactory (2): You understand the concepts and you are able to show which way your concept idea effects to the target audience/group. You have a knowledge to use various game-like elements which engage people to develop themselves. You are able to work in serious game development group and use your skills to improve the process.

Arviointikriteerit, hyvä (3-4)

Good (3): You understand theoretical background of serious games and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to solve problems. You understand the correlation between MDA and gamification and are able to apply reasonable game-like elements into non-game environment in your project.

Very good (4): You understand the theoretical concepts behind non-game solutions thoroughly and you will be able to analyze existing solutions from MDA and SDT view point. You are able to make decent serious game and/or gamified solution/concept which is useful in chosen field of industry.

Assessment criteria, excellent (5)

Excellent (5): You understand the theoretical framework thoroughly and you will be able to analyze gamified concepts critically. You can analytically discuss about gamification and serious games, present and defend (based on knowledge and evidence) your opinions. You are able to show the critical points though game theory and MDA as well as from the psychologic view point. You can implement your knowledge and understanding concerning the topic also in your own field of expertise. Your gamified concept/prototype is in the level that it would be possible to continue to the production phase.

Qualifications

This course is suitable for all JAMK and Edu-futura students with previous background in own field of expertise if you are motivated with concepting and serious games/gamification.
Basic project work skills required.

Enrollment

01.08.2023 - 24.08.2023

Timing

11.09.2023 - 19.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Business

Campus

Main Campus

Teaching languages
  • English
Seats

10 - 35

Degree programmes
  • Bachelor's Degree Programme in Business Information Technology
Teachers
  • Ilari Miikkulainen
Groups
  • HTG22S1
    Bachelor's Degree Programme in Business Information Technology
  • HBI23VS
    Bachelor's Degree Programme in International Business, vaihto-opiskelu/Exchange studies
  • HBI19S1
    Degree Programme in International Business
  • HBI21S1
    Degree Programme in International Business
  • MTM23VS
    Bachelor's Degree Programme in Tourism Management,vaihto-opiskelu/Exchange studies
  • HTG23VS
    Bachelor's Degree Programme in Business Information Technology, vaihto-opiskelu/Exchange studies
  • HBI20S1
    Bachelor's Degree Programme in International Business
  • HBI22S1
    Degree Programme in International Business
  • ZJA23SI
    Avoin amk, tiko

Objective

The object of the course
In which way intrinsic motivation drives people to do something? How to engage people to act somehow? In which way people can be motivate to do something? Which kind of serious games exists and what are the best practises and functions which make people move?
What is gamification and does it really effect and if it does, where, when and why?

During this course you will become acquainted with the world of serious games and gamification. You are able to recognize factors which can engage and/or manipulate people to activate to do something in various fields such as in education, healthcare or business. You will understand in which way intrinsic motivation and self-determination theory effects in our everyday life and in which way you are able to engage people to do something reasonable and meaningful in their life.


Course competences
Game Production Competence

The learning objectives of the course

During this course you will learn the basic psychological framework behind serious games and gamification. You will also become acquainted how people can be engaged and how they are able to develop themselves in various areas though serious games and gamified solutions. You are able to product a serous game or gamified concept.

Content

You will learn to understand basic psychologic framework behind serious games and gamification. You are also able to implement this theory to real life situations and solutions.
You will learn how basic MDA-elements are related to gamified solutions and what game-like elements are.
During the course we will use Design Thinking method as base for concept work.

Oppimateriaali ja suositeltava kirjallisuus

Burke B. How Gamification Motivates People to Do Extraordinary Things
Deci&Ryan: Self-Determination Theory, 2018
McConical: Reality Is Broken: Why Games Make Us Better and How They Can Change the World,2011
Yu-kai Chou:Actionable Gamification: Beyond Points, Badges, and Leaderboard 2014

Teaching methods

The course will be executed with blended model which contains both face-to-face and online sessions.

During the course methods used are flipped learning, problem-based learning, design thinking and project-based learning.

Implementation:Lectures/online lectures, webinars, exercises/learning assignments and workshops.
During the course students will implement a serious game or gamified application concept idea which is related to a need of some target group. It can be related e.g. to learning, health, rehab, marketing etc.
Learning will happen through the project and the guidance will be given to the group/individual based on the needs go the development process. Design thinking will be used as base of the project structure. The assessment is based on the individual learning diary and summary of learning outcomes and the final concept paper.

Employer connections

During the course the student will become acquainted several already existing gamified executions as well as the experts from the field.

Exam schedules

There is no exam during this course. The assessment is based to the final concept idea and individual learning diary+summary.

Vaihtoehtoiset suoritustavat

You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.

The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.

Student workload

This course workload is 5ects=135h

Lectures and theory framework= 25%
Research and industrial espionage=25%
Gamified concept project= 40%
Learning diary and summary= 10%

Further information

Exchange students: 5

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You have knowledge in the area of serious games and gamification. You know the basic concepts and theoretical framework behind serious games. You are able to develop a concept seed concerning serious game or gamified solution.

Satisfactory (2): You understand the concepts and you are able to show which way your concept idea effects to the target audience/group. You have a knowledge to use various game-like elements which engage people to develop themselves. You are able to work in serious game development group and use your skills to improve the process.

Arviointikriteerit, hyvä (3-4)

Good (3): You understand theoretical background of serious games and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to solve problems. You understand the correlation between MDA and gamification and are able to apply reasonable game-like elements into non-game environment in your project.

Very good (4): You understand the theoretical concepts behind non-game solutions thoroughly and you will be able to analyze existing solutions from MDA and SDT view point. You are able to make decent serious game and/or gamified solution/concept which is useful in chosen field of industry.

Assessment criteria, excellent (5)

Excellent (5): You understand the theoretical framework thoroughly and you will be able to analyze gamified concepts critically. You can analytically discuss about gamification and serious games, present and defend (based on knowledge and evidence) your opinions. You are able to show the critical points though game theory and MDA as well as from the psychologic view point. You can implement your knowledge and understanding concerning the topic also in your own field of expertise. Your gamified concept/prototype is in the level that it would be possible to continue to the production phase.

Qualifications

This course is suitable for all JAMK and Edu-futura students with previous background in own field of expertise if you are motivated with concepting and serious games/gamification.
Basic project work skills required.

Enrollment

01.08.2022 - 25.08.2022

Timing

29.08.2022 - 21.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

1 op

Mode of delivery

80 % Face-to-face, 20 % Online learning

Unit

School of Business

Teaching languages
  • English
Seats

0 - 35

Degree programmes
  • Bachelor's Degree Programme in Business Information Technology
Teachers
  • Ilari Miikkulainen
Groups
  • ZJK22SI
    Korkeakoulujen välinen yhteistyö, TIKO
  • HTG21S1
    Bachelor's Degree Programme in Business Information Technology
  • HTG22VS
    Bachelor's Degree Programme in Business Information Technology, vaihto-opiskelu/Exchange studies
  • ZJA22SI
    Avoin AMK, tiko

Objective

The object of the course
In which way intrinsic motivation drives people to do something? How to engage people to act somehow? In which way people can be motivate to do something? Which kind of serious games exists and what are the best practises and functions which make people move?
What is gamification and does it really effect and if it does, where, when and why?

During this course you will become acquainted with the world of serious games and gamification. You are able to recognize factors which can engage and/or manipulate people to activate to do something in various fields such as in education, healthcare or business. You will understand in which way intrinsic motivation and self-determination theory effects in our everyday life and in which way you are able to engage people to do something reasonable and meaningful in their life.


Course competences
Game Production Competence

The learning objectives of the course

During this course you will learn the basic psychological framework behind serious games and gamification. You will also become acquainted how people can be engaged and how they are able to develop themselves in various areas though serious games and gamified solutions. You are able to product a serous game or gamified concept.

Content

You will learn to understand basic psychologic framework behind serious games and gamification. You are also able to implement this theory to real life situations and solutions.
You will learn how basic MDA-elements are related to gamified solutions and what game-like elements are.
During the course we will use Design Thinking method as base for concept work.

Oppimateriaali ja suositeltava kirjallisuus

Burke B. How Gamification Motivates People to Do Extraordinary Things
Deci&Ryan: Self-Determination Theory, 2018
McConical: Reality Is Broken: Why Games Make Us Better and How They Can Change the World,2011
Yu-kai Chou:Actionable Gamification: Beyond Points, Badges, and Leaderboard 2014

Teaching methods

The course will be executed with blended model which contains both face-to-face and online sessions.

During the course methods used are flipped learning, problem-based learning, design thinking and project-based learning.

Implementation:Lectures/online lectures, webinars, exercises/learning assignments and workshops.
During the course students will implement a serious game or gamified application concept idea which is related to a need of some target group. It can be related e.g. to learning, health, rehab, marketing etc.
Learning will happen through the project and the guidance will be given to the group/individual based on the needs go the development process. Design thinking will be used as base of the project structure. The assessment is based on the individual learning diary and summary of learning outcomes and the final concept paper.

Employer connections

During the course the student will become acquainted several already existing gamified executions as well as the experts from the field.

Exam schedules

There is no exam during this course. The assessment is based to the final concept idea and individual learning diary+summary.

Vaihtoehtoiset suoritustavat

You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.

The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.

Student workload

This course workload is 5ects=135h

Lectures and theory framework= 25%
Research and industrial espionage=25%
Gamified concept project= 40%
Learning diary and summary= 10%

Further information

Exchange students: 5

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You have knowledge in the area of serious games and gamification. You know the basic concepts and theoretical framework behind serious games. You are able to develop a concept seed concerning serious game or gamified solution.

Satisfactory (2): You understand the concepts and you are able to show which way your concept idea effects to the target audience/group. You have a knowledge to use various game-like elements which engage people to develop themselves. You are able to work in serious game development group and use your skills to improve the process.

Arviointikriteerit, hyvä (3-4)

Good (3): You understand theoretical background of serious games and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to solve problems. You understand the correlation between MDA and gamification and are able to apply reasonable game-like elements into non-game environment in your project.

Very good (4): You understand the theoretical concepts behind non-game solutions thoroughly and you will be able to analyze existing solutions from MDA and SDT view point. You are able to make decent serious game and/or gamified solution/concept which is useful in chosen field of industry.

Assessment criteria, excellent (5)

Excellent (5): You understand the theoretical framework thoroughly and you will be able to analyze gamified concepts critically. You can analytically discuss about gamification and serious games, present and defend (based on knowledge and evidence) your opinions. You are able to show the critical points though game theory and MDA as well as from the psychologic view point. You can implement your knowledge and understanding concerning the topic also in your own field of expertise. Your gamified concept/prototype is in the level that it would be possible to continue to the production phase.

Qualifications

This course is suitable for all JAMK and Edu-futura students with previous background in own field of expertise if you are motivated with concepting and serious games/gamification.
Basic project work skills required.