Wei Peng, PhD


TC831: Serious Game Theories (Fall, 2007, 2008, 2009)

An MA-level course. This lecture-seminar hybrid course will introduce future serious game designers and researchers to a wide range of theories including theories of learning, persuasion, attitude and behavioral change, and theories of fun and play. These theories are applicable to a range of serious game applications including games for classroom and informal learning, games for health, and games for individual and social change. 

TC476: Advanced Media Research (Spring 2009)

This course aims to introduce students to the knowledge and skills needed to design and execute research in a scholarly way. Lectures will focus on the conceptual aspects, such as developing research questions and hypotheses, building proper measurements, sampling, designing methods (content analysis, survey, focus team, and experiment), as well as hands-on skills such as analyzing data using SPSS. Under the guidance of the instructor, you will also complete a group project to go through the whole process of an academic research project.

TC100: The Information Society (Fall 2007, 2008, 2009)

This course is designed to introduce you to the many diverse topics and issues in the field of telecommunication. The objectives of the course are as follows:

1.      To learn about the concept of information society and its economic, political, and social implications.

2.      To be critically aware of the effects of information and communication technologies on yourself, other individuals, social institutions and society.

3.      To be informed about the social and policy issues affecting the information society.

4.      To understand basic technical aspects of information technologies. 

5.      To be familiar with the history and structure of information industries.

 TC339: Digital Games and Society (Spring 2008, 2009)

You should be taking this course if you are interested in understanding the history and development of the digital game industry, playing games thoughtfully, or evaluating the social, cultural and educational impact of games. This course provides an overview of digital games from an interdisciplinary perspective, including as an economic powerhouse, a cultural artifact, an educational tool, and a persuasive tool. This course introduces you to the history of video games and discusses the social, psychological, and economic impact of video games. This course is NOT a programming course or a game design course.  

TC391 (Special Topic Course): ICT for Health Care (Spring 2007)

This course explores the use of communication technologies in health care and health promotion. We will examine the role of technology in health information dissemination, health information seeking, health education, health communication interventions, and the health care delivery systems. The course consists of four parts.
Part 1: Overview of interactive technology for health.
Part 2: Applications and technologies used by and for the benefit of health care consumers and providers, including Internet, television and mass media, mobile device, Virtual Reality, telemedicine, simulation and serious computer games. Effectiveness and impact for health care and social service will be introduced.
Part 3: Introduction to theories on health communication. Understand how to effectively implement technologies for effective health intervention.
Part 4: The process of applying theories to design and evaluate tailored health messages that effectively promote behavior change.