|Website:||website containing additional information|
|Period:||period 4 (week 17 through 26, i.e., 20-4-2020 through 26-6-2020; retake week 28)|
|Participants:||up till now 1 subscriptions|
|Schedule:||Official schedule representation can be found in Osiris|
|Note:||No up-to-date course description available.|
Text below is from year 2018/2019
Maximum number of students: 24; subscription policy: first-come, first-served
Serious games are digital games whose primary objective is not entertainment; they are designed for objectives related to training, education, health, public policy, and strategic communication. Despite their increasing popularity, the design, engineering, and production of serious games still lead to many questions and uncertainties, for instance about their effectiveness.
In this seminar we provide an introduction to the research domain of serious games, explore their application domains, and examine the key activities that concern the creation of a serious game following principled design and evaluation.
The intended learning outcomes for a student that successfully attends the seminar are the following:
The seminar aims to deliver these outcomes through an interactive and discussion-oriented course. In addition to actively participating in the lectures, the students—organized in teams of two—are expected to conduct the following activities:
|Exam form:||Will be based on the quality of the conducted research, the reports, and the lecture that the students will give. More details can be found on the course website|
|Minimum effort to qualify for 2nd chance exam:||To qualify for the retake exam, the grade of the original must be at least 4.|