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CHALLENGE ACTION RESULTS
Using Game-Based Learning
in an Introductory University Success Course
Miranda Hildebrand, Director Academic Web Services
Shanna Wise, Manager Academic Web Services
Nita Mailander, Director Library Services
Game Design & Development
		 Preliminary student focus groups shaped the concept
	 	 Student acceptance testing influenced creation of an
		 introductory video
	 	Electronic student and faculty surveys did not have
satisfactory response rates
		 Face-to-face focus groups provided keen insight into the
		 student experience
University Success Challenge
	 Digital game-based learning was incorporated into an
introductory university success course as a strategy to
enhance student engagement. A call to action was sent
to students, challenging them to join a special operations
mission critical to their academic success.
Collaborative Development
	 Collaboration on curriculum designed with digital game-
based components can provide pioneering strategies to
enhance the student experience and reinforce successful
learning strategies.
Pilot Study
•	 Students could opt-in to the game to replace a weekly discussion post for class
	 participation credit
•	 Students completed game activities throughout the duration of the course with a fairly 						
	 consistent average of 5.7 minutes spent per session
Mission Accomplished | Opportunities for Further Research
•	78% of students surveyed thought gamification should be incorporated into other courses.
Future research should explore adaptive drill and response games for competency based
learning in other areas of study.
•	This research is based on an optional call to action. Future research should compare
mandatory versus optional gamification to measure cognitive dissonance. Do students still
report a greater sense of satisfaction from using the game if they do not have a choice?
Call to Duty – August 2014 Mission Launch – August 2015
Curriculum
Design 
Development
Faculty
Subject Matter
Experts
Faculty
Training 
Development
Academic
Web Services
Library
Services
Information
Technology
Student Survey
Accepted the Mission
Student Usage
~4,000 total enrolled
31,617 total logins
18 average logins per user
1,775 profiles created
1,272 logged in 3 or more times
By Degree
Degree Opt-In Opt-Out Total
Business 21 9 30
Christian Studies 5 2 70
Education 3 1 4
Fine Arts 9 3 12
Nursing/Pre-Med 38 12 50
Social Sciences 16 13 29
Exercise Science 9 7 16
Computer Science  Engineering 3 1 4
No Response 5 3 8
Total: 109 51 160
68%
32% No
Yes
Attitudes  Perceptions of Students Who Accepted the Mission
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
9%
6%
6%16%
20%
54%
9% 9%
65%
82% 75%
Continued Use Greater Sense
of Satisfaction
Increased Time
on Task
Increase Focus
on Learning Outcomes
Yes
No
No Impact
No Response
21%26% 10%
10%

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Using Game-based Learning for University Success

  • 1. CHALLENGE ACTION RESULTS Using Game-Based Learning in an Introductory University Success Course Miranda Hildebrand, Director Academic Web Services Shanna Wise, Manager Academic Web Services Nita Mailander, Director Library Services Game Design & Development Preliminary student focus groups shaped the concept Student acceptance testing influenced creation of an introductory video Electronic student and faculty surveys did not have satisfactory response rates Face-to-face focus groups provided keen insight into the student experience University Success Challenge Digital game-based learning was incorporated into an introductory university success course as a strategy to enhance student engagement. A call to action was sent to students, challenging them to join a special operations mission critical to their academic success. Collaborative Development Collaboration on curriculum designed with digital game- based components can provide pioneering strategies to enhance the student experience and reinforce successful learning strategies. Pilot Study • Students could opt-in to the game to replace a weekly discussion post for class participation credit • Students completed game activities throughout the duration of the course with a fairly consistent average of 5.7 minutes spent per session Mission Accomplished | Opportunities for Further Research • 78% of students surveyed thought gamification should be incorporated into other courses. Future research should explore adaptive drill and response games for competency based learning in other areas of study. • This research is based on an optional call to action. Future research should compare mandatory versus optional gamification to measure cognitive dissonance. Do students still report a greater sense of satisfaction from using the game if they do not have a choice? Call to Duty – August 2014 Mission Launch – August 2015 Curriculum Design Development Faculty Subject Matter Experts Faculty Training Development Academic Web Services Library Services Information Technology Student Survey Accepted the Mission Student Usage ~4,000 total enrolled 31,617 total logins 18 average logins per user 1,775 profiles created 1,272 logged in 3 or more times By Degree Degree Opt-In Opt-Out Total Business 21 9 30 Christian Studies 5 2 70 Education 3 1 4 Fine Arts 9 3 12 Nursing/Pre-Med 38 12 50 Social Sciences 16 13 29 Exercise Science 9 7 16 Computer Science Engineering 3 1 4 No Response 5 3 8 Total: 109 51 160 68% 32% No Yes Attitudes Perceptions of Students Who Accepted the Mission 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 9% 6% 6%16% 20% 54% 9% 9% 65% 82% 75% Continued Use Greater Sense of Satisfaction Increased Time on Task Increase Focus on Learning Outcomes Yes No No Impact No Response 21%26% 10% 10%