Information on individual educational components (ECTS-Course descriptions) per semester | |
Degree programme: | Contextual Studies |
Type of degree: | Intern |
Special-Time | |
Winter Semester 2025 | |
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 2025 |
Teaching hours per week | 4 |
Year of study | 2025 |
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 |
No prerequisites. Time slot: intensive training week (= Blockwoche) from 13 to 16 October 2025 and intensive training week from 15 to 18 December 2025 For the intensive training weeks permanent attendance at the course must be ensured. Course language: German Course occupancy: Minimum 12 persons / maximum 18 persons Course costs: None Sustainability: Which of the 17 Sustainable Development Goals is particularly promoted depends on the games worked on. |
Course content |
In this course 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, 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. Students 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 |
Option 1: thematic link with "Systems Thinking" (6 ECTS), in SS 2025 Option 2: master's thesis, preliminary work for this in the "Research Project: Gaming Simulation" (12 ECTS) - includes the theoretical background from "Systems Thinking" and "Gaming Simulation, Serious Play, Gamification". For further questions please contact: willy.kriz@fhv.at |
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 2025 | go Top |