SHE level 8 SCQF credit points 20 ECTS credit points 10 Module code M2I627241 Module Leader Alan Jack School School of Science & Engineering Subject Applied Computer Games Trimester A (September start)
Summary of content This module introduces students to theory and practice appropriate to the design of playful experiences. Students will learn about the philosophy of play and games and will study important perspectives from influential game design thinkers. The module couples a broad theoretical overview of games design with practical exercises that focus on prototyping and iterating towards specific design goals. Students will explore basic concepts of game design such as systems thinking, iterative design processes, rules, play, games, emergent complexity, player centred design, playtesting and prototyping.
Module details Syllabus arrow_forward This module will provide an understanding of Play Experiences through multiple perspective from multiple researchers and authors throughout history. Play will be examined as Free Play, Meaningful Play, Play with Goals & Purpose, Play with Dynamic Competition and Play with Strategy & Learning. General concepts that are to be covered: Play as an altered state (The Magic Circle), Meaningful Play & Ritual, The MDA Model, SMART goals, Reward Meaning & Value, Reward Schedules & Intervals, Feedback Loops (OODA) and Strategy/Learning, how Challenge, Skill & Difficulty are generated (inc. Rational and Molecular Game Design), Parameters of Difficulty, and Design Patterns.
Learning outcomes arrow_forward On successful completion of this module, students should be able to: 1. Demonstrate a capacity to justify design decisions through a working understanding of fundamental principles. 2. Apply those justifications in a practical environment through iterative prototyping. 3. Appreciate a broad range of play experiences and the design patterns applicable to each.
Teaching / learning strategy arrow_forward The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.
Transferrable skills arrow_forward By the end of this module students will have gained competence in the following key areas: D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D8 Self confidence, self discipline & self reliance (independent working) D10 Creativity, innovation & independent thinking D14 Entrepreneurial, independence and risk-taking D15 Ability to prioritise tasks and time management D16 Interpersonal skills, team working and leadership D17 Presentation skills D18 Commercial awareness
Module structure Activity Total hours Lectures 22 Tutorials 11 Practicals 22 Seminars 0 Independent Learning 127 Assessment 18 Placement 0
Assessment methods Component Duration Weighting Threshold Description Course Work001 100 35 Practical Based Assignment