ALM201 - Gamified Media

Unit details

Note: You are seeing the 2022 view of this unit information. These details may no longer be current. [Go to the current version]
Year:

2022 unit information

Important Update:

Unit delivery will be in line with the most current COVIDSafe health guidelines. We continue to tailor learning experiences for each unit to achieve the best possible mix of online and on-campus activities that successfully blend our approaches to learning, working and research. Please check your unit sites for announcements and updates.

Last updated: 4 March 2022

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: Emily Wade
Cohort rule:

Nil

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.

ULO These are the Learning Outcomes (ULO) for this unit. At the completion of this unit, successful students can: Deakin Graduate Learning Outcomes
ULO1

Explicate and critically analyse gamification processes and practices in a wide range of industry contexts

GLO1: Discipline-specific knowledge and capabilities

GLO4: Critical thinking

ULO2

Collaborate on a project with team members using various social media channels and reflect on collaborative activities through ethical, appropriate and considered peer- and self-assessment

GLO6: Self management

GLO7: Teamwork

ULO3

Employ digital literacies to build your online identity and portfolio by interacting with an online learning community using social media

GLO3: Digital literacy

ULO4

Apply communication skills in written, visual and oral formats to collaboratively create and share digital content using social media for a range of purposes and audiences

GLO2: Communication

ULO5

Apply gamified solutions to real-world problems in a collaborative context through a process of brainstorming, research and creative thinking

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
Assessment 1 - Online exercise 800 words
or equivalent
20% Information not yet available
Assessment 2 - 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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