DIHB039 Проект "Игрова социализация чрез анимационни сценарии" (Game Socialization via Animated Scenarios)

Анотация:

The project training course on "Game Socialization via Animated Scenarios" provides a comprehensive guide to understanding, designing, developing, and implementing animated scenarios for socialization purposes. Participants will gain hands-on experience and develop practical skills that can be applied in educational and social development settings.

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Преподавател(и):

доц. Полина Михова  д-р
 Людмил Дуриданов  д-р
доц. Анупама Гиниге  д-р

Описание на курса:

Компетенции:

The students:

1) will know

- the definition and importance of game socialization, benefits for social development.

2) will be able to:

- Identify and understand the essential elements of an engaging animated scenario.

- Develop skills in creating storyboards and writing scripts for animated scenarios.
Предварителни изисквания:
Basic computer skills and working English proficiency

Форми на провеждане:
Редовен

Учебни форми:
Проект

Език, на който се води курса:
Български

Теми, които се разглеждат в курса:

  1. Introduction to Game Socialization
  2. Designing Animated Scenarios for Socialization
  3. Developing Animated Scenarios
  4. Implementing Game Socialization through Animated Scenarios
  5. Evaluating the Impact of Animated Scenarios
  6. Final Project: Creating and Implementing a Socialization Game with Animated Scenarios

Литература по темите:

1. Hamari, J. (2019). "Gamification". The Blackwell Encyclopedia of Sociology. Malden: Blackwell Pub. pp. 1–3. doi:10.1002/9781405165518.wbeos1321. ISBN 978-1-4051-2433-1. Archived from the original on 2022-02-26. Retrieved 2022-02-26.

2. Sebastian Deterding; Dan Dixon; Rilla Khaled; Lennart Nacke (2011). From game design elements to gamefulness: Defining 'gamification'. Proceedings of the 15th International Academic MindTrek Conference. pp. 9–15. doi:10.1145/2181037.2181040.

3. Robson, K.; Plangger, K.; Kietzmann, J.; McCarthy, I.; Pitt, L. (2015). "Is it all a game? Understanding the principles of gamification". Business Horizons. 58 (4): 411–420. doi:10.1016/j.bushor.2015.03.006. S2CID 19170739.

4. Huotari, K.; Hamari, J. (2012). "Defining Gamification – A Service Marketing Perspective". Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5. Archived from the original on 2022-02-26. Retrieved 2019-03-14.

5. Hamari, Juho; Koivisto, Jonna; Sarsa, Harri (2014). "Does Gamification Work?—A Literature Review of Empirical Studies on Gamification". 2014 47th Hawaii International Conference on System Sciences. pp. 3025–3034. doi:10.1109/HICSS.2014.377. ISBN 978-1-4799-2504-9. S2CID 8115805. Archived from the original on 2022-02-26. Retrieved 2015-08-06.

6. "Gamification Design Elements". Enterprise-Gamification.com. Archived from the original on 2014-10-17. Retrieved 2014-10-07.

7. Hamari, Juho (2013). "Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service". Electronic Commerce Research and Applications. 12 (4): 236–245. doi:10.1016/j.elerap.2013.01.004. S2CID 207558946. Archived from the original on 2014-04-06. Retrieved 2014-02-25.

8. Hamari, Juho (2015). "Do badges increase user activity? A field experiment on the effects of gamification". Computers in Human Behavior. 71: 469–478. doi:10.1016/j.chb.2015.03.036. S2CID 12168278. Archived from the original on 2022-02-26. Retrieved 2015-08-06.

9. Ruhi, Umar (2015-01-01). "Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification". Technology Innovation Management Review. 5 (8): 5–16. arXiv:1605.09678. Bibcode:2016arXiv160509678R. doi:10.22215/timreview/918. ISSN 1927-0321. S2CID 4643782.

10. Zichermann, Gabe; Cunningham, Christopher (August 2011). "Introduction". Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media. p. xiv. ISBN 978-1-4493-1539-9. Archived from the original on 2021-06-02. Retrieved 2012-12-10.

11.Hamari, J.; Koivisto, J. (2014). "Measuring Flow in Gamification: Dispositional Flow Scale-2". Computers in Human Behavior. 40: 133–134. doi:10.1016/j.chb.2014.07.048. S2CID 10930665. Archived from the original on 2014-10-18. Retrieved 2014-10-27.

12. Procci, K.; Singer, A. R.; Levy, K. R.; Bowers, C. (2012). "Measuring the flow experience of gamers: An evaluation of the DFS-2". Computers in Human Behavior. 28 (6): 2306–2312. doi:10.1016/j.chb.2012.06.039.

13. Philipp Herzig; Susanne Strahringer; Michael Ameling (2012). Gamification of ERP Systems-Exploring Gamification Effects on User Acceptance Constructs (PDF). Multikonferenz Wirtschaftsinformatik 2012 (MKWI'12). pp. 793–804. Archived from the original (PDF) on 2016-06-11. Retrieved 2014-08-02.

14. Hamari, J.; Shernoff, D. J.; Rowe, E.; Coller. B.; Asbell-Clarke, J.; Edwards, T. (2014). "Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning". Computers in Human Behavior. 54: 133–134. doi:10.1016/j.chb.2015.07.045. S2CID 18525372. Archived from the original on 2016-09-19. Retrieved 2016-09-11.

15. Herger, Mario (July 17, 2014). "Gamification Facts & Figures". Enterprise-Gamification.com. Archived from the original on August 9, 2014. Retrieved July 27, 2014.