Games and GamingLaajuus (5 cr)
Code: KD18CNAA03
Objective
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
Content
- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material
Qualifications
No previous studies required
Assessment criteria, satisfactory (1)
1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.
Assessment criteria, good (3)
3-4
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.
Assessment criteria, excellent (5)
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.
Materials
To be announced at the beginning of the course
Enrollment
11.11.2024 - 15.01.2025
Timing
07.01.2025 - 21.02.2025
Credits
5 op
Teaching languages
- Finnish
Degree programmes
- Bachelor of Culture and Arts, Cultural Management
Teachers
- Toni Annala
Student groups
-
KUTU23Bachelor of Culture and Arts, Cultural Management
-
KITI22
-
KUTU24Bachelor of Culture and Arts, Cultural Management
-
KUTU21
-
KITI23Bachelor of Business Administration, Library and Information Services
Objective
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
Content
- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material
Materials
To be announced at the beginning of the course
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.
Assessment criteria, good (3)
3-4
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.
Assessment criteria, excellent (5)
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.
Qualifications
No previous studies required
Enrollment
13.11.2023 - 08.01.2024
Timing
08.01.2024 - 25.02.2024
Credits
5 op
Teaching languages
- Finnish
Degree programmes
- Bachelor of Business Administration, Library and Information Services
Teachers
- Toni Annala
Student groups
-
KUTU20
-
KUTU23Bachelor of Culture and Arts, Cultural Management
-
KITI22
-
KUTU22
-
KITI21
Objective
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
Content
- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.
Assessment criteria, good (3)
3-4
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.
Assessment criteria, excellent (5)
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.
Qualifications
No previous studies required
Enrollment
14.11.2022 - 09.01.2023
Timing
09.01.2023 - 24.02.2023
Credits
5 op
Teaching languages
- Finnish
Degree programmes
- Bachelor of Business Administration, Library and Information Services
Teachers
- Juhani Haarala
Student groups
-
KITI21
-
KUTU22
-
KUTU21
-
KUTU19
-
KITI20
Objective
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
Content
- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.
Assessment criteria, good (3)
3-4
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.
Assessment criteria, excellent (5)
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.
Qualifications
No previous studies required