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Gamification in International Relations

Start2025-09-26 RegimeOnline DepartmentFCSEA

Presentation

The course Gamification in International Relations introduces the use of games, simulations, and gamification methods as tools for analysis and practice in international contexts. With a transversal and interdisciplinary approach, it is open to students from International Relations, Political Science, Communication, Education, Psychology, History, and Computer Science. The unit bridges theory and practice, fostering critical and collaborative skills applicable to teaching, research, and professional work in national and international settings.

Schedule

Friday | 11h00 to 13h00

Secretariat

Catarina Martins | dcpsri@ulusofona.pt

Programme

Foundations of gamification and International Relations with emphasis on the distinction between game simulation and gamification Education security and defense with development of games and case studies for public schools in partnership with the National Defense Institute Nuclear Power Simulation in collaboration with Uppsala University carried out once per semester including analysis and debriefing Research on wargaming with the use and development of AJAPT software in research projects and international partnerships Interdisciplinary workshops with prototyping of analog and digital games involving contributions from diverse fields Critical debates on the potential limitations and political uses of gamification

Objectives

This course integrates different fields of knowledge through the application of gamification to International Relations. Weekly sessions may include external events, online activities, and face-to-face simulations with partner institutions. Understand the foundations of gamification in international contexts. Apply game and simulation techniques to cooperation, conflict, and diplomacy. Develop critical, creative, and collaborative skills in diverse activities. Adapt to different learning formats, both in-class and external. Critically assess the potential and limits of gamification.
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