Games and Gaming

Structure Type: Course
Code: KD18CNAA03
Type: Elective
Level: Bachelor
Credits: 5.0 points
Responsible Teacher: Leikkari, Esa
Language of Instruction: Finnish

Learning Outcomes

The student is able to
- recognise the history of digital games
- recognise phenomena of digital games and gaming and to assess the relation of digital games to technology and other media culture
- perceive concepts related to the content-based interpretation and understanding of games and to utilise methods of gamification in the development of different services
- assess digital games from the perspective of library services and to take account of the opportunities of gamification in library work and collection policies

Student's Workload

Total workload 130 h

Prerequisites / Recommended Optional Courses

No previous studies required

Contents

- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material

Recommended or Required Reading

To be announced at the beginning of the course

Mode of Delivery / Planned Learning Activities and Teaching Methods

Lectures, independent study, seminar work in groups

Assessment Criteria

5 = The student has an excellent knowledge of the history of gaming and they can innovate and apply the idea of gamification alone and in a group. The student can also concretely and theoretically apply and consider game literacy as part of media literacy.

3= The student has a good knowledge of game literacy and is able to apply it to library work from the perspective of media literacy. The student knows well the evolutionary trends of the history of gaming and is capable of working with gamification alone and in a group.

1= The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.

Assessment Methods

Active participation, independent study and seminar work

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