About the course
The overall course duration is three weeks. The first week is run online (on distance) and it includes preoperational (preparatory) studies. The following two weeks are onsite at Uppsala University, in Uppsala. Teaching is highly student-centred with a focus on seminars, teamwork and individual studies. Instructors will include academic teachers, game designers, invited speakers, and representatives from the climate innovations field.
The prerequisites (e.g. understanding group dynamics, leadership and decision-making) to run projects and work in multidisciplinary teams will be based on self-reflection and identification of competences and skills. Workshops using agileproject models will be practiced on demand-based challenges provided by social, economic and ecological areas being influenced by climate change. The course will integrate the basics of game design with practical application of games and simulations as tools to address the assigned challenges. Game design will also be used as a pedagogic tool to enhance the four pillars of learning: critical thinking, communication, collaboration, and creativity. Psychological knowledge of behavior and attitude changes will also be discussed. At the end of the course, the groups will present and defend their ideas and/or solutions to invited innovators, researchers, and related societal actors.
The course aims to provide knowledge of how innovative processes in interdisciplinary teams can be used to solve demand-based problems in climate change related areas. Focus is on application of serious games - beyond pure entertainment - to seek for solutions to combat global climate change and promote positive changes in self-management, learning and behavior, for example through training, competition and education.
After completing the course, the participant should be able to:
- apply principles of an innovation process to identify, formulate and solve problems;
- explain and practice a model of idea generation and development of solutions based on the needs and values of the target group;
- develop effective and creative teams based on the understanding of how team composition, leadership, communication and self-knowledge influence group dynamics;
- value and articulate how serious games can be applied in climate change adaptation and mitigation, to improve learning, change behavior, and to develop the resilience as a tool to maintain quality of life;
- interpret, critically evaluate, and communicate scientific research and other information relevant to the subjects of the course orally and in writing.
To pass, active participation, as defined in the assessment criteria, on seminars and group exercises is mandatory and all assessments must be approved. Both oral presentations and written assessments will be performed at the end of the course.
For special reasons, the examiner may exempt from the indicated examination method and allow an alternative examination form. A special reason may for instance be a decision by the University's disability coordinator that special pedagogical support should be provided.
Grading system : Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
To be confirmed