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 the commencement of the game. Game players (n = 13) were surveyed again immediately after the game. The results of statistical analysis indicated that game players reported a greater sense of well-being and more positive emotions than the group surveyed before the game.
CITATION STYLE
Glencross, S., Elsom, S., Westacott, M., & Stieler-Hunt, C. (2019). Using an alternate reality game to facilitate student engagement during orientation. Student Success, 10(2), 13–22. https://doi.org/10.5204/ssj.v10i2.1298
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