Customer Project (5 op)
Toteutuksen tunnus: HTGP0150-3004
Toteutuksen perustiedot
- Ajoitus
-
25.08.2025 - 31.07.2026
Toteutus ei ole vielä alkanut.
- Opintopistemäärä
- 5 op
- Lähiosuus
- 5 op
- Toteutustapa
- Lähiopetus
- Yksikkö
- Liiketoimintayksikkö
- Toimipiste
- Pääkampus
- Opetuskielet
- englanti
- Paikat
- 20 - 30
- Koulutus
- Bachelor's Degree Programme in Business Information Technology
- Opettajat
- Kalle Raijonkari
- Ryhmät
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
- Opintojakso
- HTGP0150
Arviointiasteikko
0-5
Sisällön jaksotus
The student is personally in charge of agreeing the weekly working hours with the customer towards the project completion and making sure that the project can be worked on among other studies and personal responsibilities.
Tavoitteet
The object of the course:
You have learned many different skills and knowledge in your game production studies. These skills may include skills related to game programming, 2D&3D art, sfx or monetization. However, you may not have been able to combine these skills or you have not found situations where you could apply these skills. The answer is: Customer Project!
This project will take you through your first customer relationship and there you serve the customer to the best of your ability, utilizing your previously acquired skills. The goal is a satisfied customer!
Course competences:
Business competence
Cross-disciplinary competence in games
Game production competence
Software engineering competence
Systems and methods in ICT
The learning objectives of the course:
After the course you will be able to independently implement a customer-oriented project within your knowledge. In addition to customer service, you have acquired new technical or content production skills and are able to apply them in customer relationships. You understand the importance of communicating with and reporting with a client in a new and more in-depth way, and being able to organize and facilitate different types of events (eg workshops).
Sisältö
Key issues include understanding the customer's (and their customers') needs, developing a solution, defining and producing project output, organizing own work and the entire customer project, and reporting on the outputs in a way that is meaningful to the project.
Aika ja paikka
Nonstop, independent of time or place.
Oppimateriaalit
Student chooses relevant sources of additional information, depending on the topic of the project. Instructions for planning and reporting are found in Moodle.
Opetusmenetelmät
In the Customer Project, the student will find project work from a client.
The Customer Project must be related to game industry core competences, but the content of the project is not limited to only game projects. For example, if the students core skills are related to graphic design, a graphic design project for a marketing company can be accepted. Similarly, if the students core skills are related to programming, a non-gaming related software project can be accepted. If the student is unsure if their project idea fits the course, they can contact the teacher in charge, who will guide with selecting suitable project content.
Enrolment to the course is non-stop, and the project may be started at any point. There is no individual guidance for students during about the implementation of the project – the students are expected to have basic project management skills, as well as basic studies in the field of the project.
Guidance for the Customer Project is given by the following methods:
- Online info sessions: Autumn / Spring:
- Assignments: Project Plan and Project Report
- Project Presentation: A written blog post about the project in the course Moodle
Harjoittelu- ja työelämäyhteistyö
Student obtains a customer project and implements the development project with hour-by-hour schedule that is agreed with the customer.
Tenttien ajankohdat ja uusintamahdollisuudet
There will be no exam during this course.
Toteutuksen valinnaiset 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.
Opiskelijan ajankäyttö ja kuormitus
The Customer Project credits will be tracked based on the used hours for the project. 1 ECTS equals 27 hours of work. Therefore, 5 ECTS = 135 hours of work.
Accepted projects should be at least 5 ECTS in length, i.e. 135 hours of work. For shorter projects, the students must contact the course teacher before starting the project.
Arviointikriteeri, hyväksytty/hylätty
The successful completion of the course requires an independent project with the client, as well as outlining and documenting the client's needs as agreed with the client. The author (s) will produce a project plan and contract, which will agree with the client on the project to be carried out, monitor and report on the working time used and record the final report of the project. The results of the projects are presented in an appropriate way (eg closing seminar, video presentation).
Esitietovaatimukset
Although this course can take on new technical or content-related skills, you must still have a basic understanding of project management, game business, and the technologies you and your client select.
Lisätiedot
The Customer Project course is evaluated as Pass/Fail, the student will receive a passing mark when the project has been completed, and all the necessary documentation and assignments have been delivered. There is a high emphasis on self-evaluation.