IT-Universitetet i København
 
  Tilbage Kursusoversigt
Kursusbeskrivelse
Kursusnavn (dansk):Overbevisende spil 
Kursusnavn (engelsk):Persuasive and Serious Games 
Semester:Forår 2011 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:12 
Forventet antal deltagere:30 
Maks. antal deltagere:50 
Formelle forudsætninger:There are no formal prerequisites, but at least basic familiarity with a programming language is necessary.
-----
Information about the course of study
This course is first part of a specialization on the Master of Science in IT, study programme Media Technology and Games. See a description of specializations on MTG here: Master of Science Media Technology and Games

 
Læringsmål: After this course, students should be able to:

* Identify different genres of persuasive and serious games
* Characterise persuasive/learning mechanics typically used for different genres
* Argue the advantages and disadvantages of matching particular game mechanics with persuasive/learning objectives
* Reflect on the ethics of persuasive and serious games
* Articulate and motivate a persuasive/serious game design concept
* Design a persuasive/serious game
* Develop a functional prototype of the persuasive/serious game design
* Evaluate the outcomes of the designed game using a mix of playtesting and other user research methods 
Fagligt indhold:This course centres on the design of persuasive and serious games. It will culminate in students designing and developing a persuasive/serious game on a topic and platform of their choosing.

The course content will focus on design, persuasion, and mechanics analyses of existing persuasive/serious games belonging to genres such as military games, political games, activism games, learning games, social awareness games, behavior change games, advergames, and exergames.

Throughout the course, students will work in teams of up to 3 people to design and develop their persuasive/serious games. The game development process will consist of a number of phases, including: articulating and motivating a game concept, producing an early functional prototype, producing a final game, and conducting testing. These phases will be marked by mandatory assignments, which are discussed in further detail in the Assessment section.

At the end of the semester, all teams will present their games to the class
 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og lejlighedsvise øvelser

Class sessions, consisting of lectures and exercises, take place on Fridays. Students are expected to attend the lectures and participate in the exercises. In addition to work on the mandatory assignments and the final production, students will be assigned readings every week. It is expected that all readings will be completed every week, as summaries and discussions of the readings will form a mainstay of every class.

The sessions for the first half of the semester are structured as follows:

First session:
Lecture, discussions, and exercises surrounding the lecture content, assigned readings, and assigned games.

Second session:
Lecture, discussions, and exercises surrounding the lecture content, assigned readings, and assigned games. The afternoon session will be held in the game lab.

During the second half of the semester, the morning sessions will continue as before, but the afternoon sessions will primarily serve as design/development time for students to work on their games.
-----

See the schedule here:
link to the time table
The schedule will be available shortly before the beginning of the term.
 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern censur

During this course students will be required to hand in mandatory assignments (e.g. attendance, papers, exercises, presentations, productions), that need to be completed/approved before being eligible to register for the examination and e.g. being allowed to submit written work for examination. Failure to hand in these mandatory assignments on time will mean that the registration for examination is
annulled.

These mandatory assignments are: (Deadlines have been posted on the course blog)
* A game concept handed in to the teacher (group hand-in).
* A functional prototype and an associated report handed in to the teacher (group hand-in).

Both assignments will be assessed on a approved/not approved basis but will not form a part of the final grade.

At the end of semester, students must submit for the examination:
* The final game (group hand-in)
* A report on reflections on the process and on the theory (individual hand-in)

The final game and report must be handed in to the Examination Office by the relevant date and time, and both will contribute towards the final grade.

The final grade will be calculated as follows:
- 50% of the grade allocated for the game (group hand-in)
- 50% of the grade allocated for the report (individual hand-in)

Each grading element will be evaluated with a 7-point marking scale.
The final grade will be a weighted average (according to ministerial order and grading scale §13 - Ministerial order of grading scale and other forms of Assessment of University Education (grading scale order)).

The final game will be graded according to the following criteria:
- It must be a progression of the game concept presented in the initial mandatory assignment.
- It must be a later iteration of, or related to the functional prototype presented as the second mandatory assignment.
- It must reflect understanding of the design theory and research underlying other related persuasive/serious games.
- Its degree of innovation in terms of persuasive expression and/or successfully conveying intended information.
- Its degree of completion, in terms of mechanics, aesthetics, and kinesthetics.
- Whether it is testable.
- Its degree of success in terms of persuasive expression and/or successfully conveying intended information.

In the final report, students will be expected to:
- Demonstrate a solid knowledge of the literature and critically engage with it.
- Reflect on and position the literature alongside learning experiences gained throughout the course.
- Reflect on their experiences of designing, developing, and testing the prototypes.
- Demonstrate an ability to design persuasive and serious games
- Articulate persuasive and serious game design concepts  

Litteratur udover forskningsartikler:  
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Fredag 12.00-14.00 Forelæsning ITU Aud 3
Fredag 14.00-16.00 Øvelser ITU GameLab

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2011-05-25 Before 3 PM Eksamensopgave 1 ITU The Examination Office (2E)