ALM201 - Gamified Media
Unit details
Year: | 2020 unit information |
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Important Update: | Classes and seminars in Trimester 2/Semester 2, 2020 will be online. Physical distancing for coronavirus (COVID-19) will affect delivery of other learning experiences in this unit. Please check your unit sites for announcements and updates one week prior to the start of your trimester or semester. Last updated: 2 June 2020 |
Enrolment modes: | Trimester 1: Burwood (Melbourne), Waurn Ponds (Geelong), Cloud (online) Note: Enrolment into this unit must be completed by the end of week 1 of trimester due to early assessment deadlines |
Credit point(s): | 1 |
EFTSL value: | 0.125 |
Unit Chair: | Trimester 1: Adam Brown |
Prerequisite: | ALM101 |
Corequisite: | Nil |
Incompatible with: | Nil |
Typical study commitment: | Students will on average spend 150 hours over the teaching period undertaking the teaching, learning and assessment activities for this unit. |
Scheduled learning activities - campus: | 1 x 2-hour seminar (weeks 1-6) and online seminars (weeks 7-11) Extensive online interactions via social media equivalent to 1 x 1-hour class per week |
Scheduled learning activities - cloud: | 1 x 2-hour seminar per week and extensive online interactions via social media equivalent to 1 x 1-hour class per week |
Content
This unit enables students to explore and experience the application of game design elements in various non-gaming contexts. An increasingly important feature of how practitioners in a wide range of industries engage with their stakeholders, gamification will be critically examined in a number of different settings. Students will create online content individually and collaboratively, and actively interact with their peers across different digital platforms. In doing so, students expand and enhance their portfolios and build a strategic and dynamic online presence.
| These are the Learning Outcomes (ULO) for this unit At the completion of this unit, successful students can: | |
ULO1 | Explicate and critically analyse gamified processes and practices in a range of contexts | GLO1: Discipline-specific knowledge and capabilities |
ULO2 | Collaborate in group scenarios and provide ethical, appropriate and considered peer- and self-assessment | GLO7: Teamwork |
ULO3 | Apply an advanced level of digital literacy through active participation in digital media | GLO3: Digital literacy |
ULO4 | Apply high-level communication skills in interacting with and creating content for different online platforms | GLO2: Communication |
ULO5 | Brainstorm, research, and apply gamified solutions to real-world problems | GLO5: Problem solving |
These Unit Learning Outcomes are applicable for all teaching periods throughout the year
Assessment
Assessment Description | Student output | Grading and weighting (% total mark for unit) | Indicative due week |
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Assessment 1 (Individual) - Online exercise | 800 words or equivalent | 20% | Information not yet available |
Assessment 2 (Individual) - Portfolio output | 1600 words or equivalent | 40% | Information not yet available |
Assessment 3 Group of 3-5 students - Collaborative digital media project | 1600 words or equivalent | 40% | Information not yet available |
The assessment due weeks provided may change. The Unit Chair will clarify the exact assessment requirements, including the due date, at the start of the teaching period.
Learning Resource
There is no prescribed text. Unit materials are provided via the unit site. This includes unit topic readings and references to further information.
Unit Fee Information
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