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.
Using an alternate reality game to facilitate student engagement during orientation
Pages:13 to 22
0 citation(s) in Web of Science
Search Google Scholar
Total Abstract Views: 424 Total PDF Downloads: 306