Exploring the effect of achievements on students attending university orientation
Author(s) -
Zachary Fitz-Walter,
Peta Wyeth,
Dian Tjondronegoro,
Daniel Johnson
Publication year - 2014
Publication title -
griffith research online (griffith university)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/2658537.2658700
Subject(s) - orientation (vector space) , cheating , psychology , event (particle physics) , test (biology) , exploratory research , goal orientation , mathematics education , applied psychology , computer science , medical education , social psychology , sociology , medicine , mathematics , paleontology , physics , geometry , quantum mechanics , anthropology , biology
University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the application in an attempt to engage students further with the orientation activities and application. An exploratory field study was undertaken to evaluate the effect of the achievement system on participants attending orientation. Forty-six new students were recruited to test the orientation application. Twenty-six participants used a gamified version of the orientation application and twenty participants used a non-gamified version. While the gamification was generally well received, no impact on user experience was evident. Some effect on engagement with orientation activities was shown. Participants who used the gamified system reported the game elements as fun, but some negative issues arose, such as cheating
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