Course: null

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Course title -
Course code KAME/TT5
Organizational form of instruction Lecture + Seminary
Level of course Bachelor
Year of study not specified
Semester Winter
Number of ECTS credits 2
Language of instruction Czech
Status of course unspecified
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Štraneková Mária, doc. Mgr. art. ArtD.
Course content
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

Learning activities and teaching methods
  • Home preparation for classes - 14 hours per semester
  • Preparation for course credit - 10 hours per semester
  • Participation in classes - 26 hours per semester
prerequisite
Knowledge
Prerequisites not specified
Prerequisites not specified
Skills
Prerequisites not specified
Prerequisites not specified
learning outcomes
Knowledge
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
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
Knowledge
Activating (Simulation, games, dramatization)
Activating (Simulation, games, dramatization)
Work activities (Practical training)
Work activities (Practical training)
Educational trip
Educational trip
Lecturing
Lecturing
Skills
Activating (Simulation, games, dramatization)
Activating (Simulation, games, dramatization)
Work activities (Practical training)
Work activities (Practical training)
assessment methods
Knowledge
Analysis of educational material
Analysis of educational material
Analysis of the student's performance
Analysis of the student's performance
Recommended literature
  • Gamify: how gamification motivates people to do extraordinary things. Brookline, MA: Bibliomotion, 2014. ISBN 1937134857.
  • GEROIMENKO, Vladimir. Augmented reality games II: the gamificitaion of education, medicine and art. Cham: Springer, 2019. ISBN 3030156222.
  • HUIZINGA, Johan. Homo ludens: o původu kultury ve hře. Praha: Dauphin, 2000. ISBN 80-7272-020-1.
  • NĚMEC, Jiří. Od prožívání k požitkářství: výchovné funkce hry a její proměny v historických koncepcích pedagogiky. Brno: Paido, 2002. ISBN 80-7315-006-9.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester