Sarah Glencross, S. Elsom, Marguerite Westacott, Colleen Stieler-Hunt
{"title":"使用虚拟现实游戏促进学生在迎新期间的参与","authors":"Sarah Glencross, S. Elsom, Marguerite Westacott, Colleen Stieler-Hunt","doi":"10.5204/SSJ.V10I2.1298","DOIUrl":null,"url":null,"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 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. ","PeriodicalId":43777,"journal":{"name":"Student Success","volume":" ","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2019-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Using an alternate reality game to facilitate student engagement during orientation\",\"authors\":\"Sarah Glencross, S. Elsom, Marguerite Westacott, Colleen Stieler-Hunt\",\"doi\":\"10.5204/SSJ.V10I2.1298\",\"DOIUrl\":null,\"url\":null,\"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 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. \",\"PeriodicalId\":43777,\"journal\":{\"name\":\"Student Success\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2019-08-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Student Success\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5204/SSJ.V10I2.1298\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Student Success","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5204/SSJ.V10I2.1298","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Using an alternate reality game to facilitate student engagement during orientation
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.