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Gamified methods in supporting health and well-beingLaajuus (5 ECTS)

Course unit code: SX00EN46

General information


Credits
5 ECTS

Objective

Student:

- Knows the theoretical foundations of gamification
- Understands the social significance of gamification
- Recognizes a variety of digital and manual game formats
- Can produce a themed game and guide it
- Identifies where gamification can be used and is able to utilize gamification as part of work in the social and health fields.

Content

- Theoretical foundations of gamification
- Basic principles of gamification
- The importance of gamification in Finnish society and its effects on individuals
- Utilizing gamification in promoting health and well-being
- Examples of game-based methods in the social and health field (board games, role-playing games, seppo.io game platform, other ready-made digital game platforms)
- Design, implementation, evaluation and documentation of one's own game (for example, work with young parents, gender sensitivity, physical activity)
- Guiding skills for gamified situations

Assessment criteria, approved/failed

The student is able to:
- display learning in professional knowledge and core content in the field
- search information from a variety of sources
- show that he has achieved the targets for core competence
- act according to ethical principles
- to contribute his learning for the benefit of a group or project

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