Gamification of Experiences and TransformationsLaajuus (5 cr)

Course unit code: SER018AS3AE

General information


ECTS credits
5 cr
Teaching language
English

Learning objectives

Upon completion of the module, the student is able to:
* Understand the relationship between games and motivation, and the framing of games and play in relation to the everyday context;
* Understand approaches to design a behavior and game mechanisms as part of a system;
* Apply gamification in the craft of experiences and transformations.

Contents

* Key components and types of gamification in context of experiences and transformations
* Game mechanics in non-game setting
* Principles for gamification in experiences and transformations
* Core drivers of gamification for meaninful experiences
* Player types and motivators
* Stages of gamers life-cycle
* Role playing

Starting level and linkage with other courses

No previous studies needed and no binding connections to other courses. This course is part of EXPER path studies.

Implementation methods, demonstration and Work&Study

The learning goals of this course can be reached in the following ways:
1. Lectures and related assignments as full-time studies
2. Participation in a working life project or another project
3. Learning assignment(s) and class discussions. If you already know the contents of this course, you can show your skills. Ask the teacher of the course for more information. For more information on identifying competencies: https://www.haaga-helia.fi/fi/osaamisen-tunnistaminen-ja-work-study

Assessment criteria - grade 1

When the implementation type of the course is CONTACT, ONLINE or BLENDED it is required that the student is present during those teaching hours that are marked in the study schedule. If you are absent more than 25 %, your grade will be lowered by one. If you are absent more than 50 %, the course is failed.

1. Can sufficiently identify key components and types of gamification
2. Can sufficiently discuss the elements of gamification and its connection to experiences and transformations
3. Can sufficiently apply game mechanics in non-game setting.
4. Can sufficiently apply priciples for gamification in experiences and transformations
5. Can sufficiently identify core drivers of gamification
6. Can sufficiently distinguish different player types and their motivators
7. Can sufficiently articulate stages of gamers life-cycle in context of experiences and transformations

Assessment criteria - grade 3

1. Can identify key components and types of gamification
2. Can discuss the elements of gamification and its connection to experiences and transformations
3. Can apply game mechanics in non-game setting
4. Can apply principles for gamification in experiences and transformations
5. Can identify core drivers of gamification
6. Is able to distinguish different player types and their motivators
7. Can articulate stages of gamers life-cycle in context of experiences and transformations

Assessment criteria - grade 5

1. Can assess key components and types of gamification
2. Can communicate the elements of gamification and its connection to experiences and transformations
3. Can apply well game mechanics in non-game setting
4. Can implement principles for gamification in experiences and transformations
5. Can develop core drivers of gamification
6. Is extract and distinguish different player types and their motivators
7. Can manage stages of gamers life-cycle in context of experiences and transformations

Assessment criteria, approved/failed

The course is evaluated on a scale (0-5):
excellent (5), very good (4), good (3), satisfactory (2), fair (1), fail (0).
The assessment criteria is presented on a scale 1 - 3 - 5.

Learning materials

All materials will be provided in Moodle.

Further information

In this course learning activities include a global perspective and internationally recognized resources and concepts are applied.

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