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Game Project Management - Serious Game


AMIKOMx

Free

Enrollment in this course is by invitation only

Tentang Mata Kuliah

1. Deskripsi Mata Kuliah

Game Project Management bertujuan untuk menyiapkan peserta pelatihan agar mampu melakukan analisis terhadap market game, manajemen proyek, dan menentukan arah pengembangan game untuk Entertainment Game, atau Serious Game dan mengelola proyek game bisnis perusahaan.

2. Capaian Mata Kuliah

  • Melakukan Analisis Dan Evaluasi Trend, Tol, Teknologi, Manajemen Bisnis, Dan Manajemen Game
  • Mengenal berbagai macam jenis game, job desk, dan development life cycle pada game
  • Membuat Contoh Spesifikasi Game Entertainment, Serius game

3. Textbook (Referensi)

  • Alvarez, J., & Djaouti, D. (2011). An introduction to serious game definitions and concepts. Springer. https://doi.org/10.1007/978-3-642-33362-3

  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.

  • Gee, J. P. (2007). What video games have to teach us about learning and literacy (Edisi ke-2). Palgrave Macmillan.

  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.

  • Michael, D., & Chen, S. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.

  • Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT Press.

  • Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. Dalam D. Ifenthaler, D. Eseryel, & X. Ge (Eds.), Assessment in game-based learning: Foundations, innovations, and perspectives (hal. 43–58). Springer. https://doi.org/10.1007/978-1-4614-3546-4

  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.

  • Zyda, M. (2005). From visual simulation to virtual reality to games. IEEE Computer, 38(9), 25-32.

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4. Mata Kuliah Prasyarat

Belum ada.

5. Bobot SKS

4 SKS

6. Model Pembelajaran

Instructor-Pace

7. Jenjang Pendidikan

Undergraduate (S1)

8. Bidang Ilmu

Teknologi Informasi dan Komputer

9. Tingkat Mata Kuliah

Semester 4

10. Teknologi & Sarana Pembelajaran

  • E-learning
  • Video conferencing
  • Forum chatting & discussion

11. Perangkat Hardware & Software

Laptop/PC, Koneksi Internet, Software Pengembangan Game (Contoh: Unity)

12. Versi Pengembangan Mata Kuliah

2.0

13. Jadwal Perkuliahan

Setiap Selasa & Kamis, 16.00 - 18.00 WIB

14. Topik Mata Kuliah

Terdiri dari 12 Topik (Grafis belum disertakan)

15. Evaluasi Mata Kuliah

  • Bobot Komponen Penilaian: 70%
  • Kehadiran: 30%

16. Syarat Kelulusan

Lulus dengan minimal nilai C dan kehadiran 75%.

17. Informasi Plagiarisme

Mahasiswa harus menghindari plagiarisme. Setiap tugas yang ditemukan mengandung plagiarisme akan diberi sanksi sesuai kebijakan akademik universitas.

18. Komunikasi & Interaksi

Mahasiswa dapat berkomunikasi dengan dosen melalui email, forum diskusi, atau platform komunikasi lain seperti WhatsApp dan Telegram.

19. Profil Dosen Pengampu

#1. Mujiyanto, S.Kom, M.Kom
Education Background :
  • Master, Computer Science, Faculty of Information Technology, AMIKOM University, Indonesia.
  • Undergraduate, Computer Science, Faculty of Information Technology, AMIKOM University, Indonesia.

Email:
[email protected]

#2. Moh. Edi Wibowo,S.Kom., M.Kom, Ph.D.

Education Background :

Doctor, Computer Vision and Pattern Recognition, Queensland University of Technology, Australia

Master, Computer Science, Faculty of Mathematics and Natural Sciences, Gadjah Mada University (UGM), Indonesia, 2006

Undergraduate, Computer Science, Faculty of Mathematics and Natural Sciences, Gadjah Mada University (UGM), Indonesia, 2004

 

  1. Course Number

    MCPM0003
  2. Enrollment Start

  3. Enrollment End

    Nov 29, 2023
  4. Class Start

  5. Class End

    Dec 31, 2023
  6. Estimated Effort

    20
  7. Language

    Indonesian
  8. Course Type

    Instructor Paced
  9. Quota

    None
  10. Price

    Free
  11. Level

    Beginner
  12. Artificial Intelligence
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