Search course

Use the search function to find more information about the study programmes and courses available at Chalmers. When there is a course homepage, a house symbol is shown that leads to this page.

Graduate courses

Departments' graduate courses for PhD-students.

​​​​
​​

Syllabus for

Academic year
CIU240 - Interaction, games and learning
 
Syllabus adopted 2014-02-25 by Head of Programme (or corresponding)
Owner: MPIDE
7,5 Credits
Grading: TH - Five, Four, Three, Not passed
Education cycle: Second-cycle
Major subject: Computer Science and Engineering, Information Technology
Department: 60 - APPLIED INFORMATION TECHNOLOGY

This course round is cancelled


Teaching language: English

Course module   Credit distribution   Examination dates
Sp1 Sp2 Sp3 Sp4 Summer course No Sp
0112 Examination 4,5c Grading: TH   4,5c    
0212 Examples class 3,0c Grading: UG   3,0c    

In programs

MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 2 (elective)

Examiner:

Univ lektor  Sus Lyckvi
Professor  Staffan Björk



Eligibility:


In order to be eligible for a second cycle course the applicant needs to fulfil the general and specific entry requirements of the programme that owns the course. (If the second cycle course is owned by a first cycle programme, second cycle entry requirements apply.)
Exemption from the eligibility requirement: Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling these requirements.

Course specific prerequisites

Having completed the course TDA496, Interaction design methodology. Having completed the course TDA580, Gameplay design, or similar is recommended but not required.

Aim

After the course, students should be able to design interaction or gameplay of an artefact for specific outcome concerning certain learning, reflection or change of attitude or behaviour. Moreover, students should be able to plan, execute, and critically reflect on evaluations of these designs.

Learning outcomes (after completion of the course the student should be able to)

Knowledge and understanding

  • Describe a rich set of examples of relevant artefacts, and be able to explain why and how - or why not - they work toward their given aim.
  • Describe how current pedagogical theories can be applied in design of relevant artifacts
  • Discuss the problems and possibilities related to designing for learning, reflection or change of behaviour or attitudes.
  • Discuss the problems and possibilities related to evaluating designs intended for learning, reflection or change of behaviour or attitudes.
  • Explain the ethical issues related to designing for learning, reflection or change of behaviour or attitudes.

Skills and abilities

  • Criticise existing designs in terms of relevant theories and models.
  • Criticise existing designs in terms of constructive suggestions for improvements.
  • Design interactive artefacts such as games that aim for learning specific activities or content. This includes:

    • Stating learning objectives.
    • Craft interaction or gameplay in relation to the objectives.
    • Motivate design decisions in relation to objectives.
    • Evaluate designs in relation to learning objectives and identify potential improvements.

  • Design interactive artefacts such as games that aim for reflection or change of attitudes or behaviours. This includes:

    • Stating objectives in terms of changed attitude or behaviour.
    • Craft interaction or gameplay in relation to the objectives.
    • Motivate design decisions in relation to objectives.
    • Evaluate designs in relation to objectives and identify potential improvements.


Judgement and approach

  • Judge and foresee possible implications of different design choices.
  • Motivate and criticise designs in relation to ethical concerns.

Content

The course explores the intersection between interaction design, critical design, persuasive technology and gameplay design, i.e. how we can design artefacts (e.g. serious games) which promote learning, reflection and the changing of attitude or behaviour. Focus is on interaction design and gameplay design in relation to learning, rather than on technology.

Organisation

The course consists of a series of lectures combined with assignments in the form or projects, design exercises, written assignments etc.

Examination

The course is examined through two modules, namely:

  1. Assignments, 3 credits (pass/fail)
  2. Individual exam with both practical and theoretical elements, 4,5 credits (fail,3,4,5)

In case a student misses the exam, the student will have to retake a new exam.

In order to pass the entire course, the student needs to pass both modules. The grade for the whole is course is decided by the grade on the individual exam.


Page manager Published: Thu 04 Feb 2021.