Course - Introduction to Research in Serious Games and Gamification - IMT4307
IMT4307 - Introduction to Research in Serious Games and Gamification
Examination arrangement: Portfolio assessment
Grade: Letter grades
|Evaluation||Weighting||Duration||Grade deviation||Examination aids|
The course will introduce the concept of Serious Games theoretically, alongside relevant conceptual foundations from Game Design, as well as practical applications. Basis for the course is the focus on understanding and modification of behaviour on an individual level by generating motivation or stimulating behavioral change (traditional serious games). This can be achieved by classical game design techniques, whether analogue or digital, but also but also leveraging different techniques to develop the understanding of behaviour on group/society level (e.g., simulation).
Tentative content (adjustment is subject to student interests):
- Principles of games (challenges, development foundations)
- Game Design Principles & Frameworks
- 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.
After successfully completing the program, the students should have developed the following knowledge, skills and general competences:
- 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
- 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 reviews for specific research areas relevant to Serious Games and/or Gamification, or the systematic analysis of specific serious games
- Develop sensitivity to identify application scenarios for serious games in the real world
- 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
- Independent study
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, and other types of learning material will be offered online. Communication between the teachers and the students, and among the students, will be facilitated by the course learning management system, alongside other communication channels.
Compulsory requirements: Students need to present research papers or game analyses in a lecture format and participate in reflection activities during seminars. Presentation and participation in this setting is a prerequisite for completing the course. Off-campus students need to participate via electronic means.
- 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 (e.g., serious games research area, game analysis) as well as to solicit feedback for the design of the associated report. 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.
No resit for the portefolio.
Recommended previous knowledge
Experience with a variety of games (e.g., genres, types of games) and principles of gamification is useful but not essential.
Required previous knowledge
No explicit prerequisites, other than being admitted to a relevant Master degree (or approved for exchange students).
Course material includes notes, handouts and research papers, most of which will be openly available. Details will be announced at the beginning of the course, and be made accessible via the course learning management system.
Credits: 7.5 SP
Study level: Second degree level
Term no.: 1
Teaching semester: SPRING 2024
Language of instruction: English
- Computer Science
Examination arrangement: Portfolio assessment
- Term Status code Evaluation Weighting Examination aids Date Time Examination system Room *
- Spring ORD Portfolio assessment 100/100 ALLE
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.
For more information regarding registration for examination and examination procedures, see "Innsida - Exams"