Serious Games

Course Information
TitleΣοβαρά παιχνίδια / Serious Games
CodeIHST208
FacultySciences
SchoolInformatics
Cycle / Level2nd / Postgraduate
Teaching PeriodSpring
CoordinatorThrasyvoulos-Konstantinos Tsiatsos
CommonNo
StatusActive
Course ID600016393

Programme of Study: PMS TECΗNOLOGIES DIADRASTIKŌN SYSTĪMATŌN (2018 éōs sīmera) MF

Registered students: 0
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses217.5

Programme of Study: PMS TECΗNOLOGIES DIADRASTIKŌN SYSTĪMATŌN (2018 éōs sīmera) PF

Registered students: 0
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses217.5

Class Information
Academic Year2021 – 2022
Class PeriodSpring
Faculty Instructors
Weekly Hours3
Class ID
600200638
Course Type 2011-2015
Specific Foundation / Core
Mode of Delivery
  • Face to face
Language of Instruction
  • Greek (Instruction, Examination)
Prerequisites
General Prerequisites
Multimedia systems
Learning Outcomes
- To know how to design serious games - To know to select technologies for developing serious games - To apply project management methodologies to produce serious games - To apply project evaluation methodologies for serious games
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Work in an interdisciplinary team
  • Design and manage projects
  • Be critical and self-critical
  • Advance free, creative and causative thinking
Course Content (Syllabus)
The course focuses on understanding the concept of serious games (SG), as well as the effect of their use. It also deals with SG design, development, and evaluation issues. In theory it examines topics such as: -Concept of SG -SG design issues -SG creation approaches -Create content -Games engines -Personilization -Multi-purpose games -Player experience -Performance analysis -Economic and legal dimensions -Examples of games In practice it focuses on: -SG deployment platforms -Unity -Fungus
Keywords
Serious Games, Game based learning
Educational Material Types
  • Slide presentations
  • Book
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Communication with Students
Description
LMS use for delivering learning material, announcements, uploading projects
Course Organization
ActivitiesWorkloadECTSIndividualTeamworkErasmus
Lectures39
Reading Assigment40
Project103
Written assigments40
Exams3
Total225
Student Assessment
Description
Written Exam with Short Answer Questions (Summative) Oral Exams (Summative) Written Exam with Problem Solving (Summative) Project (Summative)
Student Assessment methods
  • Written Exam with Multiple Choice Questions (Summative)
  • Written Exam with Short Answer Questions (Summative)
  • Written Exam with Extended Answer Questions (Summative)
  • Written Assignment (Formative, Summative)
  • Oral Exams (Formative, Summative)
  • Written Exam with Problem Solving (Summative)
Bibliography
Course Bibliography (Eudoxus)
Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Serious games. Foundations, concepts and practice. Switzerland.
Additional bibliography for study
Nakatsu, R., Rauterberg, M., & Ciancarini, P. (Eds.). (2017). Handbook of digital games and entertainment technologies. Springer Singapore. Jain, L. C. (2011). Serious games and edutainment applications (Vol. 504). M. Ma, & A. Oikonomou (Eds.). London: Springer. Jerčić, P., & Sundstedt, V. (2019). Practicing Emotion–Regulation Through Biofeedback on the Decision–Making Performance in the Context of Serious Games: a Systematic Review. Entertainment Computing. Baptista, G., & Oliveira, T. (2018). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior. Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D. (2018). Gamification and serious games in depression care: a systematic mapping study. Telematics and Informatics, 35(1), 213-224.
Last Update
31-01-2020