IS3260
GAMIFICATION FOR ORGANISATIONS AND INDIVIDUALS (2013/2014, Semester 2) 

 MODULE OUTLINE Created: 04-Jan-2014, Updated: 04-Jan-2014
 
Module Code IS3260
Module Title GAMIFICATION FOR ORGANISATIONS AND INDIVIDUALS
Semester Semester 2, 2013/2014
Modular Credits 4
Faculty School of Computing
Department Information Systems & Analytics
Timetable Timetable/Teaching Staff
Module Facilitators
DR Tan Gek Woo Lecturer
YANG YANG Teaching Assistant
Weblinks
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Learning Outcomes | Schedule | Assessment | Workload


 LEARNING OUTCOMES Top
Gamification is the use of game play thinking and mechanics to engage audiences. For the younger generation, gaming has become part of their lives, and thus it is desirable to use games to engage them at work and as part of marketing strategies. The goal of this module is to provide students with an introduction to gamification. Lectures will cover the various game elements, their psychological impact on people and ways to deploy them. Students will also work on group projects to learn to deploy gamification.


 SCHEDULE Top
This is a 3 hour module. The first lecture begins on 17Jan (Fri) 2014 at 9am in COM1-0206.
There is no lecture on the following dates:
  • 31st Jan (Chinese New Year)
  • 28th Feb (mid semester break)
  • 18th April (Good Friday)

There is no tutorial for this module.


 ASSESSMENT Top
The grade composition for this module is as follows (tentative):
  • Project (group) - 40%
  • Article presentation (group ) - 5%
  • Case presentation (group) - 10%
  • Peer review and reflection (individual) - 5%
  • Final examination - 40%
The final examination is closed book.


 WORKLOAD Top
3-0-0-3-4

Workload Components : A-B-C-D-E
A: no. of lecture hours per week
B: no. of tutorial hours per week
C: no. of lab hours per week
D: no. of hours for projects, assignments, fieldwork etc per week
E: no. of hours for preparatory work by a student per week