Module Database Search
MODULE DESCRIPTOR | |||
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Module Title | |||
Gamification Practices | |||
Reference | CM3137 | Version | 1 |
Created | October 2023 | SCQF Level | SCQF 9 |
Approved | August 2017 | SCQF Points | 15 |
Amended | March 2021 | ECTS Points | 7.5 |
Aims of Module | |||
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This module aims to equip students with a substantial understanding of gamification principles and their practical application across various domains. Through theoretical exploration, case studies, and hands-on projects, students will learn how to leverage game design elements to enhance user engagement, motivation, and participation in non-game contexts. |
Learning Outcomes for Module | |
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On completion of this module, students are expected to be able to: | |
1 | Make judgements on gamification principles used to enhance engagement and motivation within traditionally non-game specific areas such as education, healthcare and employee productivity. |
2 | Formulate a gamified solution that aligns with specific non-game objectives, effectively leveraging game mechanics and feedback systems to drive desired behaviours. |
3 | Review the effectiveness of gamified experiences in achieving predefined non-game objectives, considering metrics like user engagement and behavioural change. |
4 | Assemble ethical considerations into gamified solutions, ensuring transparency, user consent, data privacy, and fairness in non-game contexts. |
Indicative Module Content |
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Gamification; Common practices and distinction, games vs. gamification. Mechanics & Dynamics; Using game elements (points, badges etc.), dynamics such as competition and cooperation, case studies. Adapting for Non-Game; Education practice, healthcare, marketing and workforce. Ethics; Consent and privacy, fairness and transparency, manipulation and addiction. Designing Experiences; Narrative and story arcs, user centred design, progress tracking methods. Impact; Metrics and identification, iterative optimisation, analysing feedback. Trends; Immersive technology, Blockchain and tokenisation, AI and adaptive gamification. |
Module Delivery |
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Key concepts are introduced and illustrated through lectures. In the labs the students will progress through a sequence of practical exercises and discussions to explore concepts and develop sufficient knowledge of gamification theory and practical application. |
Indicative Student Workload | Full Time | Part Time |
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Contact Hours | 30 | N/A |
Non-Contact Hours | 120 | N/A |
Placement/Work-Based Learning Experience [Notional] Hours | N/A | N/A |
TOTAL | 150 | N/A |
Actual Placement hours for professional, statutory or regulatory body |   |   |
ASSESSMENT PLAN | |||||
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If a major/minor model is used and box is ticked, % weightings below are indicative only. | |||||
Component 1 | |||||
Type: | Coursework | Weighting: | 100% | Outcomes Assessed: | 1, 2, 3, 4 |
Description: | Coursework involving the design and development of an artefact that implements gamification practices. |
MODULE PERFORMANCE DESCRIPTOR | |
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Explanatory Text | |
The calculation of the overall grade for this module is based on 100% weighting of C1. An overall minimum grade of D is required to pass the module. | |
Module Grade | Minimum Requirements to achieve Module Grade: |
A | The student needs to receive an A in C1 |
B | The student needs to receive a B in C1 |
C | The student needs to receive a C in C1 |
D | The student needs to receive a D in C1 |
E | The student needs to receive an E in C1 |
F | The student needs to receive an F in C1 |
NS | Non-submission of work by published deadline or non-attendance for examination |
Module Requirements | |
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Prerequisites for Module | None. |
Corequisites for module | None. |
Precluded Modules | None. |
INDICATIVE BIBLIOGRAPHY | |
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1 | Reiners, T. & Wood, L.C. (2021) Gamification in Education and Business. Springer. |
2 | Ma, M., Oliveira, M.F., & Hauge, J.B. (Eds.) (2021) Serious Games and Edutainment Applications. Springer. |
3 | Information Resources Management Association (Ed.) (2021) Gamification and Game Mechanics in Education: Breakthroughs in Research and Practice. IGI Global. |
4 | Upton, B. (2020) The Aesthetic of Play. The MIT Press. |
5 | Gregersen, A., Walz, S. P., & Deterding, S. (Eds.) (2020) Game Design as Cultural Practice: Creativity, Community and the Networked Ecosystem. Amsterdam University Press. |