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
-
TA42T22KBachelor 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