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|Student Contribution Band:||Band 2|
|Administered by:||College of Science and Engineering|
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.
|JCU Singapore, Study Period 52, Internal|
|Census Date 03-Aug-2023|
The student workload for this 3 credit point subject is approximately 130 hours.
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.