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A gamified mobile application for engaging new students at university orientation

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Published:26 November 2012Publication History

ABSTRACT

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.

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  1. A gamified mobile application for engaging new students at university orientation

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        cover image ACM Other conferences
        OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction Conference
        November 2012
        692 pages

        Copyright © 2012 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 26 November 2012

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        Overall Acceptance Rate362of729submissions,50%

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