Gamified methods in supporting health and well-being (5 ECTS)
Code: SX00EN46-3003
General information
- Enrollment
- 02.05.2023 - 14.05.2023
- Registration for the implementation has ended.
- Timing
- 22.05.2023 - 31.08.2023
- Implementation has ended.
- Number of ECTS credits allocated
- 5 ECTS
- Virtual portion
- 3 ECTS
- RDI portion
- 1 ECTS
- Mode of delivery
- On-campus and online
- Campus
- Myllypurontie 1
- Teaching languages
- Finnish
- Seats
- 0 - 30
- Degree programmes
- Occupational Therapy
- Prosthetics and Orthotics
- Public Health Nursing
- Physiotherapy
- Elderly Care
- Degree Programme in Emergency Care
- Social Services (in English)
- Osteopathy
- Nursing (in Finnish)
- Cultural Management
- Oral Hygiene
- Social Services
- Midwifery
- Media Communication
- Podiatry
- Film and Television
- Optometry
- Teachers
- Jouni Piekkari
- Course
- SX00EN46
Implementation has 1 reservations. Total duration of reservations is 7 h 30 min.
Time | Topic | Location |
---|---|---|
Mon 14.08.2023 time 08:30 - 16:00 (7 h 30 min) |
Pelilliset menetelmät terveyden ja hyvinvoinnin tukena SX00EN46-3003 |
MPC4010
Dojo
|
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
Location and time
KONTAKTIOPETUS:
thu 25.5. 9:00 - 16:00 (MPC4010, Myllypuro campus)
fri 26.5. 9:00- 16:00 (MPC4010)
thu 1.6. 9:00-16:00 (MPC4010)
fri 2.6. 9:00-16:00 (MPC4010)
wed 7.6. 9:00-16:00 (MPC4010)
thu 8.6. 9:00-16:00 (MPC4010)
fri 14.8. 12:00-16:00 (zoom: https://metropolia.zoom.us/j/6732626024 7)
The venue might change depending on the group size. This will be informed in the calendar.
Materials
Kirjallisuus ja verkkomateriaalit Moodle-työtilassa. Työtila-avain
Teaching methods
The module will be practical workshop-style learning experiences, which in itself will utilize elements of games and gamification.
Short lectures will introduce practical elements, which are applied in workshops.
Different health and welfare related games will be
TEACHER: Jouni Piekkari, lecturer/ Degree programme of social services
VISITORS: Gamification specialists from different organisations (informed later)
Evaluation scale
Hyväksytty/Hylätty
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
Assessment methods and criteria
Criteria for assesment (passed/ failed):
1.Active participation in contact teaching min. 80% in contact teaching 40%
2. Accepted learning assignments 60%.