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Using an alternate reality game to facilitate student engagement during orientation
Journal article   Open access   Peer reviewed

Using an alternate reality game to facilitate student engagement during orientation

Sarah Glencross, Sandra Elsom, Marguerite Westacott and Colleen Stieler-Hunt
Student Success, Vol.10(2), pp.13-22
2019
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Published VersionPDF - Published Version (Open Access)CC BY V4.0 Open Access
url
https://doi.org/10.5204/ssj.v10i2.1298View
Published Version

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 agreater sense of well-being and more positive emotions than the group surveyed before the game.

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Education & Educational Research

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