Abstract:An alternate reality game was designed to facilitate transition and engagement amongst students commencing a tertiary preparation program at a regional university in Australia. The design of the game was informed by a student engagement framework which proposes four psychosocial constructs which mediate engagement at the intersection between student and institutional influences: self-efficacy, belonging, well-being, and emotion. The 108 participants completed a survey which measured these constructs prior to t… Show more
“…Gamification is also being used for orientation. Scavenger hunts (Talton et al, 2006;Hutzler et al, 2017;Manzoor et al, 2020) are very common for university orientation as well as role games (Blecic et al, 2007) especially when combined, e.g., with the virtual reality (Fitz-Walter et al, 2012;Glencross and Elsom, 2019).…”
Section: Gamification Rogaining and Scavenger Huntsmentioning
confidence: 99%
“…More in general, initiatives for promoting computer science are nowadays organized by most of the colleges and universities around the world (Vegas et al, 2021). In the meantime, formats such as scavenger hunt (Talton et al, 2006;Hutzler et al, 2017;Manzoor et al, 2020), role games (Blecic et al, 2007), online polls (Glencross and Elsom, 2019) are becoming more and more popular for student orientation, especially when combined with the use of emerging technology, i.e., mobile applications, wearable sensors, virtual, and augmented reality, etc.…”
Section: Introduction Background and Motivationsmentioning
In this paper, we address the problem of designing new formats of computer science orientation activities to be offered during high school students internships in Computer Science Bachelor degrees. In order to cover a wide range of computer science topics as well to deal with soft skills and gender gap issues, we propose a teamwork format, called smart rogaining, that offer engaging introductory activities to prospective students in a series of checkpoints dislocated along the different stages of a rogaine. The format is supported by a smart mobile and web application. Our proposal is aimed at stimulating the interest of participants in different areas of computer science and at improving digital and soft skills of participants and, as a side effect, of staff members (instructors and university students). In the paper, we introduce the proposed format and discuss our experience in the editions organized at the University of Genoa before the COVID-19 pandemic (2019 and 2020 waves).
“…Gamification is also being used for orientation. Scavenger hunts (Talton et al, 2006;Hutzler et al, 2017;Manzoor et al, 2020) are very common for university orientation as well as role games (Blecic et al, 2007) especially when combined, e.g., with the virtual reality (Fitz-Walter et al, 2012;Glencross and Elsom, 2019).…”
Section: Gamification Rogaining and Scavenger Huntsmentioning
confidence: 99%
“…More in general, initiatives for promoting computer science are nowadays organized by most of the colleges and universities around the world (Vegas et al, 2021). In the meantime, formats such as scavenger hunt (Talton et al, 2006;Hutzler et al, 2017;Manzoor et al, 2020), role games (Blecic et al, 2007), online polls (Glencross and Elsom, 2019) are becoming more and more popular for student orientation, especially when combined with the use of emerging technology, i.e., mobile applications, wearable sensors, virtual, and augmented reality, etc.…”
Section: Introduction Background and Motivationsmentioning
In this paper, we address the problem of designing new formats of computer science orientation activities to be offered during high school students internships in Computer Science Bachelor degrees. In order to cover a wide range of computer science topics as well to deal with soft skills and gender gap issues, we propose a teamwork format, called smart rogaining, that offer engaging introductory activities to prospective students in a series of checkpoints dislocated along the different stages of a rogaine. The format is supported by a smart mobile and web application. Our proposal is aimed at stimulating the interest of participants in different areas of computer science and at improving digital and soft skills of participants and, as a side effect, of staff members (instructors and university students). In the paper, we introduce the proposed format and discuss our experience in the editions organized at the University of Genoa before the COVID-19 pandemic (2019 and 2020 waves).
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