Semester: 7
ECTS: 4
Lectures: 15
Practice sessions: 30
Independent work: 75
Module Code: 24-124-0255
Semester: 7
ECTS: 4
Lectures: 15
Practice sessions: 30
Independent work: 75
Module Code: 24-124-0255

Module title:


Educational games and gamified learning tools

Lecturers and associates:



Module overview:


The aim of the module is to introduce students to the topic of developing specific computer games focused on education. In addition to knowledge about the content and technical needs for creating educational games and gamified learning tools, the focus of the module is understanding the specific method of addressing players who play educational games. Students will learn to develop more complex games and simple gamified learning tools targeted at various age groups, however the focus will be on school age and the possibility of creating games and learning tools that would add value to school programs.
This module is intended primarily for those students who want to acquire the skill sets related to the jobs of screenwriter, game designer, technical designer, project manager, art director, narrative designer, content designer, level designer, producer, game experience designer, and 2D or 3D concept artist.
The focus of this module is the application of gamification to the education system as a specific genre within the computer game development industry. The skills learned in this module will significantly contribute to the development of the student as a professional in the respective fields.
Students will learn:
- the difference between an educational game, gamified learning tools and computer games that contain educational content
- methods of applying education in computer games
- about the role of story in educational computer games
- on the role of game mechanics in educational computer games
- about the role and application of certain genres of games for the purpose of creating an educational game
- about the basic methods of teaching through play
- create tasks in computer games that have an educational role
- create gamified learning tools
- gamify educational content
- adequately approach younger ages in an educational way through computer games
- create a quality gaming experience for an educational computer game
- develop ideas about the possibilities of gamification of educational tools.

Literature:


Required readings:
1. Brown, Hary J. (2008) Videogames and Education (History, Humanities, and New Technology). 1st Edition. Routledge.

Supplementary readings: