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.
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:
- Introduction to Game Socialization
- Designing Animated Scenarios for Socialization
- Developing Animated Scenarios
- Implementing Game Socialization through Animated Scenarios
- Evaluating the Impact of Animated Scenarios
- Final Project: Creating and Implementing a Socialization Game with Animated Scenarios
Литература по темите:
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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.
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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.
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