course-details-portlet

IMT4307 - Introduction to Research in Serious Games and Gamification

About

Examination arrangement

Examination arrangement: Portfolio assessment
Grade: Letter grades

Evaluation Weighting Duration Grade deviation Examination aids
Portfolio assessment 100/100 ALLE

Course content

The course will fundamentally operate on two levels, that is understanding and modification of behaviour on an individual level (traditional serious games), but also refer to serious games as a means to understand behaviour on the group/society level (Simulation as Serious Games).

Content will include:

  • Principles of games (challenges, development foundations)
  • Game mechanics
  • Immersion
  • Motivation & Motivation Theories (e.g., Self Determination Theory)
  • Gamification of existing activities
  • Alignment between game actions and desired actions
  • Simulation as Serious Games to model and understand social behaviour
  • Ethics related to the use of serious games
  • Specific application areas of serious games are subject to interest and involvement of students (e.g., Training and Education, Health, Science, Economics)

Note: The delivery of the course is subject to a sufficient number of enrolled students.

Learning outcome

After successfully completing the program, the students should have developed the following knowledge, skills and general competences:

Knowledge:

  • Possess advanced knowledge of the development process for Serious Games
  • Possess the knowledge needed to be capable of adding game mechanics to novel health and education problems
  • Possess specialized insight and good understanding of the current state of the art research in Serious Games
  • Possess thorough knowledge of the different methodologies related to different application areas of Serious Games (e.g., education, health)
  • Possess thorough knowledge of evaluation methodologies and game metrics as relevant to the discussed cases

Skills:

  • Are able to generate high-quality questions focused on the use of games and their impact on the player
  • Are able to inquire into the specifics of a research publication and evaluate the quality of the research work
  • Are able to analyze existing theories and methods for teaching and engagement and challenge established practice in using serious games to motivate change
  • Are able to analyze the role of games in specific context (e.g., education, health, behavioural modelling)
  • Developing proficiency in engaging in literature review for specific research areas relevant to Serious Games and/or Gamification
  • Develop sensitivity to identify application scenarios for serious games in the real world

General competence:

  • Use questions as a means to analyze research and development project
  • Improvement in the quality of questioning and question sequences
  • Are able to analyze ethical issues related to the use of technology, and specifically, games in non-entertainment areas
  • Are able to orally communicate academic issues, analyses, and conclusions, with specialists in the field and to the public
  • Are able to contribute to innovative thinking and innovation processes

Learning methods and activities

  • Lectures
  • E-learning
  • Reflections
  • Seminar(s)

Additional information: The course will be offered both as an ordinary campus course (Campus Gjøvik) and as a course that is offered in a flexible way to off-campus students. Lecture notes, e-lectures and other types of e-learning material will be offered online. Communication between the teachers and the students, and among the students, will be facilitated by online chat and the course LMS.

Compulsory requirements: Students need to present research papers in a lecture format and participate in reflection activities during seminars. Presentation in this setting is a prerequisite for completing the course. Off-campus students need to participate via electronic means.

Compulsory assignments

  • Coursework Requirements

Further on evaluation

The course requires the planning and performance of a mandatory student-driven class session, aimed at facilitating discussion around a specified topic as well as an opportunity to solicit feedback. The final mark is based on a report on the presented topic (or variant thereof, subject to discussion), which may be written individually or as a group.

Specific conditions

Compulsory activities from previous semester may be approved by the department.

Admission to a programme of study is required:
Applied Computer Science (MACS)
Applied Computer Science (MACS-D)
Interaction Design (MIXD)

Required previous knowledge

No explicit prerequisites, other than being admitted to a relevant Master degree (or approved for exchange students).

Course materials

Notes, handouts and research papers. Details will be announced at the beginning of the course, and be made accessible via the course LMS.

Credit reductions

Course code Reduction From To
IMT4007 5.0 AUTUMN 2017
More on the course

No

Facts

Version: 1
Credits:  7.5 SP
Study level: Second degree level

Coursework

Term no.: 1
Teaching semester:  SPRING 2023

Language of instruction: English

Location: Gjøvik

Subject area(s)
  • Computer Science
Contact information
Course coordinator: Lecturer(s):

Department with academic responsibility
Department of Computer Science

Examination

Examination arrangement: Portfolio assessment

Term Status code Evaluation Weighting Examination aids Date Time Examination system Room *
Spring ORD Portfolio assessment 100/100 ALLE

Release
2023-05-08

Submission
2023-05-09


10:00


15:00

Room Building Number of candidates
  • * The location (room) for a written examination is published 3 days before examination date. If more than one room is listed, you will find your room at Studentweb.
Examination

For more information regarding registration for examination and examination procedures, see "Innsida - Exams"

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