CP1405 - Gamification
Credit points: | 03 |
Year: | 2017 |
Student Contribution Band: | Band 2 |
Administered by: | College of Business, Law & Governance |
Students are introduced to the concepts and techniques of using 'serious games' and 'gamification' to achieve business goals in areas such as marketing, human resources management, productivity enhancement, training, customer engagement, and innovation. Real-world case studies are used to identify effective strategies, techniques and metrics for serious game and gamification to solve business problems. Legal and ethical issues related to serious games and gamification are introduced.
Learning Outcomes
- explain different types of gamification and applications;
- apply concepts of motivation and user-based design to gamification;
- evaluate existing serious games and gamification techniques and applications;
- apply concepts and techniques of gamification to create games to achieve business goals.
Inadmissible Subject Combinations: | CP1805 |
Availabilities | |
External, Study Period 1 | |
Census Date 23-Mar-2017 | |
Coordinator: | Dr Dianna Hardy |
Lecturer: | Dr Carrie Lui. |
Contact hours: |
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Method of Delivery: | WWW - LearnJCU |
Assessment: | end of semester exam (40%); assignments (20%); practicals (20%); presentation (20%). |
JCU Singapore, Internal, Study Period 52 | |
Census Date 10-Aug-2017 | |
Coordinator: | Dr Dianna Hardy |
Contact hours: |
|
Assessment: | end of semester exam (40%); assignments (20%); practicals (20%); presentation (20%). |
Note: Minor variations might occur due to the continuous Subject quality improvement process, and in case of minor variation(s) in assessment details, the Subject Outline represents the latest official information.