Introduces students to the games, the people and the places associated with modern gambling. A problem-based learning approach is then used to teach students how to create a gaming room floor using both consumer behaviour and harm minimisation principles.
Topic 1: Gambling, gaming and wagering
Topic 2: The psychology of gamblers
Topic 3: The gambling environment
Topic 4: Consumer behaviour and servicescapes
Topic 5: Gaming room design
Topic 6: Ethical practices in the provision of gambling
Topic 7: Thinking creatively
Topic 8: Creating a safer gambling environment
Unit Learning Outcomes express learning achievement in terms of what a student should know, understand and be able to do on completion of a unit. These outcomes are aligned with the graduate attributes. The unit learning outcomes and graduate attributes are also the basis of evaluating prior learning.
Learning outcomes and graduate attributes
GA1: Intellectual rigour,
GA3: Ethical practice,
GA4: Knowledge of a discipline,
GA5: Lifelong learning,
GA6: Communication and social skills,
GA7: Cultural competence
|On completion of this unit, students should be able to:||GA1||GA2||GA3||GA4||GA5||GA6||GA7|
|1||Describe an aspect of modern gambling||Knowledge of a discipline|
|2||Evaluate a gaming room floor using servicescape principles||Knowledge of a discipline|
|3||Create a harm minimisation strategy ||Creativity||Ethical practice|
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