Course Coordinator:Ginna Brock (gbrock@usc.edu.au) School:School of Business and Creative Industries
UniSC Sunshine Coast |
Blended learning | Most of your course is on campus but you may be able to do some components of this course online. |
Online |
Online | You can do this course without coming onto campus, unless your program has specified a mandatory onsite requirement. |
Please go to unisc.edu.au for up to date information on the
teaching sessions and campuses where this course is usually offered.
In this course, you will learn about logic principles and deductive reasoning techniques, exemplified by a variety of puzzle types and quests commonly used within games. You will explore, analyse and create several types of puzzles and quests. Assessments include a critical reflection on the use of puzzles for cognitive outcomes, a journal where you will create your own puzzles and quests, and a comprehensive puzzle document where quests and puzzles are included within a cohesive game story.
| Activity | Hours | Beginning Week | Frequency |
| Blended learning | |||
| Lecture – 1 hour online lecture content for 12 weeks (or equivalent). | 1hr | Week 1 | 12 times |
| Laboratory 1 – In-class laboratory | 2hrs | Week 2 | 12 times |
| Online | |||
| Lecture – 1 hour online lecture content for 12 weeks (or equivalent). | 1hr | Week 1 | 12 times |
| Laboratory 1 – Interactive zoom laboratory | 2hrs | Week 2 | 12 times |
Ludology
Narratology
Psychology
Ratiocination
Inductive/Deductive Reasoning
Quest Narratives
Interactivity
Interactive Narrative Design
Aesthetics
200 Level (Developing)
12 units
| Course Learning Outcomes On successful completion of this course, you should be able to... | Graduate Qualities Completing these tasks successfully will contribute to you becoming... | |
| 1 | Critically analyse the relationship between narrative and interactivity |
Knowledgeable Creative and critical thinker Engaged |
| 2 | Demonstrate a broad body of knowledge regarding puzzle design in both offline and digital formats. |
Knowledgeable Creative and critical thinker |
| 3 | Demonstrate knowledge in the practices of interactive narrative design and development |
Knowledgeable Creative and critical thinker Empowered Engaged |
| 4 | Integrate and apply knowledge from specific fields and disciplines; such as narratology, ludology, and psychoanalytical studies. |
Knowledgeable Creative and critical thinker Empowered Ethical Engaged |
| 5 | Creative production of interactive stories that effectively balance narrative aspects and user experience, |
Knowledgeable Creative and critical thinker Empowered Ethical Engaged Sustainability-focussed |
Refer to the UniSC Glossary of terms for definitions of “pre-requisites, co-requisites and anti-requisites”.
Not applicable
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Students are assumed to have basic computer literacy as well as experience with video games and interactive stories, with knowledge of branching paths and multiple plot development techniques.
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Standard Grading (GRD)
| High Distinction (HD), Distinction (DN), Credit (CR), Pass (PS), Fail (FL). |
Weekly journals will be checked in week 3 to make sure students are recognising and articulating relevant concepts and design principles.
| Delivery mode | Task No. | Assessment Product | Individual or Group | Weighting % | What is the duration / length? | When should I submit? | Where should I submit it? |
| All | 1 | Journal | Individual | 30% | at least 200 per week |
Throughout teaching period (refer to Format) | Online Assignment Submission with plagiarism check |
| All | 2 | Oral and Written Piece | Individual | 30% | 7-10 minute presentation |
Week 9 | In Class |
| All | 3 | Artefact - Creative | Individual | 40% | equivalent of 1500-2000 words |
Week 13 | Online Assignment Submission with plagiarism check |
| All - Assessment Task 1:Reflective Journal | |||||||||||||
| Goal: | This task consists of weekly journal entries, where students analyse and critically discuss the theoretical underpinnings of interactive narrative design principles. |
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| Product: | Journal | ||||||||||||
| Authorship Statement: | |||||||||||||
| Format: | Students will write a weekly reflective journal of at least 200 words per week. Each week student will be given reflective questions as a starting point for their journal. It is expected that the students will delve deeper into the weekly concepts, considering prior knowledge and locating specific examples to help augment their understanding and possible construction of these ludic and narrative conventions. The reflective journal should consider the relationship between theory, design, and production of interactive narrative concepts. |
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| Criteria: |
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| Generic Skills: | Communication, Problem solving, Organisation, Applying technologies, Information literacy |
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| All - Assessment Task 2:Design Concept Presentation | ||||||||||||||||
| Goal: | This task consists of a formal presentation (and accompanying concept outline), where students will discuss the specific theories that underpin their interactive design concept for their upcoming task 3. Students will argue the merit and benefit of the ludic and narrative conventions chosen to tell their story and emphasise the interactive aspect of their narrative design. |
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| Product: | Oral and Written Piece | |||||||||||||||
| Authorship Statement: | ||||||||||||||||
| Format: | Students will deliver a 7-10 minute presentation discussing the theoretical concepts and design principles that underpin their prototype and narrative draft. The presentation should demonstrate a clear understanding of narrative process and ludic considerations. Student will also submit an outline/flow chart demonstrating their progress on their final artefact. |
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| Criteria: |
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| Generic Skills: | Communication, Problem solving, Organisation, Applying technologies, Information literacy |
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| All - Assessment Task 3:Interactive Narrative Artefact | |||||||||||||||||||
| Goal: | This task consists of a polished interactive narrative artefact, where students demonstrate their understanding of ludic and narrative conventions. The artefact must showcase interactive narrative design principles discussed within the course and consider the user experience and input in their narrative design. |
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| Product: | Artefact - Creative | ||||||||||||||||||
| Authorship Statement: | |||||||||||||||||||
| Format: | Create and submit a comprehensive and engaging puzzle /quest interactive narrative artefact. The artefact can be presented in a few different forms (See Blackboard for options). All artefact options will be the equivalent of 1500 - 2000 words and will showcase your ability to put theoretical concepts and design principles into practice. |
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| Criteria: |
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| Generic Skills: | Communication, Problem solving, Organisation, Applying technologies, Information literacy |
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A 12-unit course will have total of 150 learning hours which will include directed study hours (including online if required), self-directed learning and completion of assessable tasks. Student workload is calculated at 12.5 learning hours per one unit.
Please note: Course information, including specific information of recommended readings, learning activities, resources, weekly readings, etc. are available on the course Canvas site– Please log in as soon as possible.
Not applicable
Academic integrity is the ethical standard of university participation. It ensures that students graduate as a result of proving they are competent in their discipline. This is integral in maintaining the value of academic qualifications. Each industry has expectations and standards of the skills and knowledge within that discipline and these are reflected in assessment.
Academic integrity means that you do not engage in any activity that is considered to be academic fraud; including plagiarism, collusion or outsourcing any part of any assessment item to any other person. You are expected to be honest and ethical by completing all work yourself and indicating in your work which ideas and information were developed by you and which were taken from others. You cannot provide your assessment work to others. You are also expected to provide evidence of wide and critical reading, usually by using appropriate academic references.
In order to minimise incidents of academic fraud, this course may require that some of its assessment tasks, when submitted to Canvas, are electronically checked through Turnitin. This software allows for text comparisons to be made between your submitted assessment item and all other work to which Turnitin has access.
For more information on Academic Learning & Teaching categories including:
For more information, visit https://www.usc.edu.au/explore/policies-and-procedures#academic-learning-and-teaching
UniSC is committed to excellence in teaching, research and engagement in an environment that is inclusive, inspiring, safe and respectful. The Student Charter sets out what students can expect from the University, and what in turn is expected of students, to achieve these outcomes.