Lecturer(s)
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Štraneková Mária, doc. Mgr. art. ArtD.
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Course content
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1. Gamification - introduction to the topic 2. Gamification - tools and platforms for implementation 3. Gamification in museums and galleries 4. Gamification in libraries 5. Gamification at festivals and trade fairs 6. Gamification in advertising 7. Gamification in connection with game design 8. Gamification in video games 9. Gamification in artistic creation 10. Gamification as part of immersive technologies 11. Gamification in schools and educational institutions
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Learning activities and teaching methods
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- Home preparation for classes
- 14 hours per semester
- Preparation for course credit
- 10 hours per semester
- Participation in classes
- 26 hours per semester
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prerequisite |
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Knowledge |
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Prerequisites not specified |
Prerequisites not specified |
Skills |
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Prerequisites not specified |
Prerequisites not specified |
learning outcomes |
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Knowledge |
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Ability to critically evaluate various aspects of the creative industries, identify key trends, and assess their impact on society and the economy. |
Ability to critically evaluate various aspects of the creative industries, identify key trends, and assess their impact on society and the economy. |
Knowledge of fundamental principles of project management in the creative industries, including planning, organizing, and implementing projects with a focus on creative processes. |
Knowledge of fundamental principles of project management in the creative industries, including planning, organizing, and implementing projects with a focus on creative processes. |
Ability to generate innovative and effective solutions to problems encountered in the creative industries using creative methods and techniques. |
Ability to generate innovative and effective solutions to problems encountered in the creative industries using creative methods and techniques. |
Ability to effectively communicate ideas, concepts, and projects in the creative industries to various target audiences, including clients, teams, and the public. |
Ability to effectively communicate ideas, concepts, and projects in the creative industries to various target audiences, including clients, teams, and the public. |
Skill in developing and implementing marketing strategies and campaigns specific to the creative industries, with an emphasis on the use of new media and technologies. |
Skill in developing and implementing marketing strategies and campaigns specific to the creative industries, with an emphasis on the use of new media and technologies. |
Skills |
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Understanding of the historical development, key events, and figures that have shaped the creative industries. |
Understanding of the historical development, key events, and figures that have shaped the creative industries. |
Comprehension of economic models, business structures, and financial aspects associated with the creative industries. |
Comprehension of economic models, business structures, and financial aspects associated with the creative industries. |
Knowledge of the cultural and social significance of the creative industries, including their influence on community, identity, and cultural diversity. |
Knowledge of the cultural and social significance of the creative industries, including their influence on community, identity, and cultural diversity. |
Understanding of legal aspects such as copyright, licensing, and regulations that affect the operations of the creative industries. |
Understanding of legal aspects such as copyright, licensing, and regulations that affect the operations of the creative industries. |
Awareness of current technological trends and innovations impacting the creative industries, including digital technologies and new media. |
Awareness of current technological trends and innovations impacting the creative industries, including digital technologies and new media. |
teaching methods |
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Knowledge |
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Activating (Simulation, games, dramatization) |
Activating (Simulation, games, dramatization) |
Work activities (Practical training) |
Work activities (Practical training) |
Educational trip |
Educational trip |
Lecturing |
Lecturing |
Skills |
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Activating (Simulation, games, dramatization) |
Activating (Simulation, games, dramatization) |
Work activities (Practical training) |
Work activities (Practical training) |
assessment methods |
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Knowledge |
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Analysis of educational material |
Analysis of educational material |
Analysis of the student's performance |
Analysis of the student's performance |
Recommended literature
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Gamify: how gamification motivates people to do extraordinary things. Brookline, MA: Bibliomotion, 2014. ISBN 1937134857.
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GEROIMENKO, Vladimir. Augmented reality games II: the gamificitaion of education, medicine and art. Cham: Springer, 2019. ISBN 3030156222.
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HUIZINGA, Johan. Homo ludens: o původu kultury ve hře. Praha: Dauphin, 2000. ISBN 80-7272-020-1.
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NĚMEC, Jiří. Od prožívání k požitkářství: výchovné funkce hry a její proměny v historických koncepcích pedagogiky. Brno: Paido, 2002. ISBN 80-7315-006-9.
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