A gamified mobile application for engaging new students at university orientation
Data(s) |
01/11/2012
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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 | |
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 Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. |
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 |