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CP1405 - Gamification

Credit points: 3
Year: 2020
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.

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.

Subject Assessment

  • end of semester exam (40%)
  • assignments (20%)
  • practicals (20%)
  • presentation (20%).
Inadmissible
Subject
Combinations:
CP1805

Availabilities

External, Study Period 1
Census Date 26-Mar-2020
Workload expectations:

The student workload for this 3 credit point subject is approximately 130 hours.

  • 0 hours
  • assessment and self-directed study
Method of Delivery: WWW - LearnJCU

JCU Singapore, Internal, Study Period 52
Census Date 06-Aug-2020
Workload expectations:

The student workload for this 3 credit point subject is approximately 130 hours.

  • 50 hours - Combined Lectures; Tutorials/Workshops; Lecturer directed activities.
  • assessment and self-directed study

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.