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      Using an alternate reality game to facilitate student engagement during orientation

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          Abstract

          An alternate reality game was designed to facilitate transition and engagement amongst students commencing a tertiary preparation program at a regional university in Australia.  The design of the game was informed by a student engagement framework which proposes four psychosocial constructs which mediate engagement at the intersection between student and institutional influences: self-efficacy, belonging, well-being, and emotion.  The 108 participants completed a survey which measured these constructs prior to the commencement of the game.  Game players (n = 13) were surveyed again immediately after the game.  The results of statistical analysis indicated that game players reported a greater sense of well-being and more positive emotions than the group surveyed before the game.

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          Author and article information

          Journal
          Student Success
          Queensland University of Technology
          01 August 2019
          : 10
          : 2
          : 13-22
          Affiliations
          [1 ] University of the Sunshine Coast
          Article
          5774224549c5451ba7f70f4fb84a13dd
          10.5204/ssj.v10i2.1298
          32ab08e2-a98e-4d77-8f16-fa4616cecce0

          This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

          History
          Categories
          Theory and practice of education
          LB5-3640

          Education,Assessment, Evaluation & Research methods,Educational research & Statistics,Special education,General education
          student engagement,alternate reality,orientation,transition,games

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