James Cook University Subject Handbook - 2019

CP1405 - Gamification

Credit points: 03
Year: 2019
Student Contribution Band: Band 2
Administered by:

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

Inadmissible
Subject
Combinations:
CP1805

Availabilities

, Study Period 1
Census Date 28-Mar-2019
Contact hours:
  • 0 hours
    Method of Delivery:WWW - LearnJCU
    Assessment:end of semester exam (40%); assignments (20%); practicals (20%); presentation (20%).

    JCU Singapore, , Study Period 52
    Census Date 08-Aug-2019
    Contact hours:
    • 50 hours - Combined Lectures; Tutorials/Workshops; Lecturer directed activities.
      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.