A gamified mobile application for engaging new students at university orientation


Autoria(s): Fitz-Walter, Zachary; Tjondronegoro, Dian; Wyeth, Peta
Data(s)

01/11/2012

Resumo

The term gamification describes the addition of game elements to non-game contexts as a means to motivate and engage users. This study investigates the design, delivery and pilot evaluation of a gamified, smartphone application built to introduce new students to the campus, services and people at university during their first few weeks. This paper describes changes to the application made after an initial field study was undertaken and provides an evaluation of the impact of the redesign. Survey responses were collected from thirteen students and usage data was captured from 105 students. Results indicate three levels of user engagement and suggest that there is value in adding game elements to the experience in this way. A number of issues are identified and discussed based on game challenges, input, and facilitating game elements in an event setting such as university orientation.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/54201/

Publicador

Association for Computing Machinery (ACM)

Relação

http://eprints.qut.edu.au/54201/1/university-orienataion.pdf

http://dl.acm.org/citation.cfm?doid=2414536.2414560

DOI:10.1145/2414536.2414560

Fitz-Walter, Zachary, Tjondronegoro, Dian, & Wyeth, Peta (2012) A gamified mobile application for engaging new students at university orientation. In Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI '12), Association for Computing Machinery (ACM), Swinburne University of Technology, Melbourne, VIC, pp. 138-141.

Direitos

Copyright 2012 ACM New York, NY, USA

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Fonte

Computer Science; Information Systems; Science & Engineering Faculty

Palavras-Chave #080602 Computer-Human Interaction #university #smartphone #gamification #orientation #mobile devices #user experience #HERN #Serious Games
Tipo

Conference Paper