Information on individual educational components (ECTS-Course descriptions) per semester | |
Degree programme: | Contextual Studies |
Type of degree: | Intern |
Special-Time | |
Winter Semester 2024 | |
Course unit title | Gaming Simulation, Serious Play, Gamification |
Course unit code | 800101021300 |
Language of instruction | German |
Type of course unit (compulsory, optional) | Elective |
Semester when the course unit is delivered | Winter Semester 2024 |
Teaching hours per week | 4 |
Year of study | 2024 |
Level of course unit (e.g. first, second or third cycle) | First Cycle (Bachelor) |
Number of ECTS credits allocated | 6 |
Name of lecturer(s) | Willy Christian KRIZ Werner MANAHL |
Prerequisites and co-requisites |
None. |
Course content |
In this module we discuss different forms of gaming and play for serious purposes. We learn about games and simulations for game-based learning in education and training, about simulation games for planning, decision-making, strategy development and policy development and organisational development. We will show how gamification techniques and elements can lead to increasing motivation, commitment and performance for employees and customers. |
Learning outcomes |
Understanding the play element in/of culture ("homo ludens"). Knowledge on sociological and psychological aspects of games and play. Students know about forms of application of gaming simulation, serious play and of gamification. Participants are familiar with different forms of game-based learning and simulation-game-based consulting techniques. They know how to use gaming methods in different organisational context from training and personnel development to change management and optimisation of work flow processes. Students can develop business game prototypes and/or "serious games" and/or gamified methods for practice-relevant issues in companies themselves, which are used for analysis, evaluation, target and strategy development, action planning and intervention for changes and optimisations of work processes. Students know about different design approaches for the development of gaming artefacts. |
Planned learning activities and teaching methods |
Specialised input, reflections, exercises, project group work, case studies, simulation games, development of a game prototype in interdisciplinary teams. |
Assessment methods and criteria |
Seminar papers (individual and group papers - game concept report) and presentations. |
Comment |
No |
Recommended or required reading |
Will be provided in ILIAS. |
Mode of delivery (face-to-face, distance learning) |
Face to face (compulsory attendance) with self learning phases. |
Winter Semester 2024 | go Top |