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Gamification of BusinessLaajuus (5 cr)

Code: T42T193OJ

Credits

5 op

Teaching language

  • English

Objective

You understand the basic concepts and methods of gamification and its applications in business. You know how to design and develop an application for the gamification of a business.

Content

Previously acquired competence is applied in a project that gamifies business related activities (e.g. marketing campaign).

- Principles, practices and methods of gamification
- The implementation of a business gamification project by applying previously learned programming skills
- Apllication of project management theory.

Qualifications

Participation requires object-oriented programming/programming skills or at least AR/VR competence

Assessment criteria, satisfactory (1)

Satisfactory 1

You know how to design a gamification project

Satisfying 2

You know how to implement parts of the project as a part of the project team

Assessment criteria, good (3)

Good 3
You are able to design and implement under supervision an application that gamifies a business

Good 4
You are able to design and implement mostly independently an application that gamifies a business

Assessment criteria, excellent (5)

Excellent 5
You are able to independently design and implement a diverse business gamifying application.

Materials

Study materials are presented in implementation plans

Enrollment

13.03.2023 - 24.09.2023

Timing

25.09.2023 - 15.10.2023

Credits

5 op

Virtual proportion (cr)

5 op

Mode of delivery

Distance learning

Teaching languages
  • English
Seats

1 - 50

Degree programmes
  • Degree Programme in Business Information Technology
Teachers
  • Ani Ruusila
Responsible person

Ani Ruusila

Student groups
  • TA42T22K
    Bachelor of Business Administration, Information Processing, Tornio, Spring 2022

Objective

You understand the basic concepts and methods of gamification and its applications in business. You know how to design and develop an application for the gamification of a business.

Content

Previously acquired competence is applied in a project that gamifies business related activities (e.g. marketing campaign).

- Principles, practices and methods of gamification
- The implementation of a business gamification project by applying previously learned programming skills
- Apllication of project management theory.

Location and time

The course is carried out in Zoom and Moodle 25.9. - 15.10.2023.

Materials

The learning material can be found from moodle.

Teaching methods

Zoom sessions are from 9.00 to 12.00. Detailed schedule is on the calender. Independent work.

Evaluation scale

H-5

Assessment criteria, satisfactory (1)

Satisfactory 1

You know how to design a gamification project

Satisfying 2

You know how to implement parts of the project as a part of the project team

Assessment criteria, good (3)

Good 3
You are able to design and implement under supervision an application that gamifies a business

Good 4
You are able to design and implement mostly independently an application that gamifies a business

Assessment criteria, excellent (5)

Excellent 5
You are able to independently design and implement a diverse business gamifying application.

Assessment methods and criteria

Evaluation criterias can be found from moodle.

Qualifications

Participation requires object-oriented programming/programming skills or at least AR/VR competence

Enrollment

14.03.2022 - 01.08.2022

Timing

01.08.2022 - 31.12.2022

Credits

5 op

Virtual proportion (cr)

5 op

Mode of delivery

Distance learning

Teaching languages
  • English
Seats

1 - 40

Degree programmes
  • Degree Programme in Business Information Technology
Teachers
  • Pia Keränen
Responsible person

Pia Keränen

Student groups
  • TA42T21K

Objective

You understand the basic concepts and methods of gamification and its applications in business. You know how to design and develop an application for the gamification of a business.

Content

Previously acquired competence is applied in a project that gamifies business related activities (e.g. marketing campaign).

- Principles, practices and methods of gamification
- The implementation of a business gamification project by applying previously learned programming skills
- Apllication of project management theory.

Evaluation scale

H-5

Assessment criteria, satisfactory (1)

Satisfactory 1

You know how to design a gamification project

Satisfying 2

You know how to implement parts of the project as a part of the project team

Assessment criteria, good (3)

Good 3
You are able to design and implement under supervision an application that gamifies a business

Good 4
You are able to design and implement mostly independently an application that gamifies a business

Assessment criteria, excellent (5)

Excellent 5
You are able to independently design and implement a diverse business gamifying application.

Qualifications

Participation requires object-oriented programming/programming skills or at least AR/VR competence