Show simple item record

dc.contributor.authorMcGuire, Adam
dc.contributor.authorO Brion, Daire
dc.contributor.authorWhite, P.J.
dc.contributor.authorDeevy, Colin
dc.contributor.authorPower, Ken
dc.date.accessioned2023-05-08T10:13:59Z
dc.date.available2023-05-08T10:13:59Z
dc.date.copyright2017
dc.date.issued2017-10
dc.identifier.citationMcguire, A., O’Broin, D., White, P.J., Deevy, C. & Power, K. (2017). Increasing Student Motivation and Awareness of Career Opportunities Through Gamification. Paper presented at the European Conference on Games Based Learning, Austria.en_US
dc.identifier.urihttps://research.thea.ie/handle/20.500.12065/4505
dc.description.abstractStudent engagement is important to ensure success towards their desired career opportunities (High and Andrews, 2009). Students engage with their coursework to receive the necessary grades to avoid failure (Covington, 1999). Failure can indicate a disbelief in their abilities, therefore engagement with assignments becomes a zero sum game (Middleton and Perks 2014). The results from a 2012 survey in America stated that 87.9% of the students attended college in order to receive better career opportunities (Astin et al., 2012). Intercept interviews consisting of 8 students also indicated that career opportunities are the end goal and main motivator for engagement with course modules but the relevance of some modules can be unclear to the student which decreases engagement levels with that subject. Because of this, the student may not develop the particular skillsets necessary to achieve their desired career choice. A limited awareness of career choices and what skills they require have been identified as problem areas from the interviews. To help students engage with their studies and achieve their desired career choice, students require constant feedback that is relevant to each of their identity-related needs. The development of a system that focuses on these needs may provide a clear path outlining what skillsets are necessary for each career choice and how to build them. This study utilizes gamification, the use of game elements in a non-game context, to address student needs and to answer the following research question: To what degree can a gamification system help increase student engagement and what effect do particular elements have on the user's engagement? The approach used for this study was human-centred design to develop a gamified system that focuses on the needs of the student while delivering an engaging experience. A low-fidelity prototype has been developed which focuses on developing skillsets relevant to real world jobs. The prototype has gone through user testing using the think aloud protocol. The users were interviewed to allow them to reflect back on their experience and provide feedback for the next iteration of the system.en_US
dc.formatapplication/pdfen_US
dc.language.isoengen_US
dc.relation.ispartofthe European Conference on Games Based Learningen_US
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subjectgamificationen_US
dc.subjectawarenessen_US
dc.subjectengagementen_US
dc.subjectmotovationen_US
dc.subjectcareersen_US
dc.titleIncreasing student motivation and awareness towards career opportunities through gamificationen_US
dc.typeinfo:eu-repo/semantics/articleen_US
dc.conference.date2017-10
dc.conference.locationGraz, Austriaen_US
dc.contributor.affiliationDesignCORE, Humanities, South East Technological University, Kilkenny Road, Carlow, Irelanden_US
dc.description.peerreviewyesen_US
dc.identifier.orcidhttps://orcid.org/0000-0002-5716-8643en_US
dc.identifier.urlhttps://www.researchgate.net/publication/335455939_Increasing_Student_Motivation_and_Awareness_Towards_Career_Opportunities_Through_Gamificationen_US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessen_US
dc.subject.departmentdesignCORE - SETU Carlowen_US
dc.type.versioninfo:eu-repo/semantics/acceptedVersionen_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution 3.0 United States
Except where otherwise noted, this item's license is described as Attribution 3.0 United States