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Pillar: Health Ecosystems
Program Status: Active
Country:
Students and alumni in the collaborative can enroll in the elective course to learn gaming skills to create games that aid the learning of health entrepreneurship. The purpose of this course is to provide students with guided practice in creating simple games that teach/reinforce information skills. The games produced will be used to teach in the Ashesi Health Initiative.
The value of incorporating gamification in classes is that it notably improves students’ learning process and their motivation. Gaming contributes to the better acquisition of knowledge and professional content and enhances academic performance.
Course Learning Outcomes
The course introduces the students to the concepts and processes of designing applied games and gamified solutions. Gamification requires a multi-disciplinary approach and a diverse set of expertise in a team, to which it is important to understand the role of the game designer and what the current industry practices are in designing applied games for the needs and requirements of different industries. The students will also have group work in gaining practical experience in designing an applied game.
Contents: Designing a gamified application is approached from
discipline-specific, platform-specific and user-centered perspectives.
The course proceeds through cycles of theory, user experience design
and practical design exercises focusing on different eras and genres.
Study methods: Online lectures. Gamification design group projects.
Home assignments.
Partners Involved

Ashesi University
Ghana
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