Exploring the effect of achievements on students attending university orientation

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Fitz-Walter, Z
Wyeth, P
Tjondronegoro, D
Johnson, D
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2014
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Abstract

University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the application in an attempt to engage students further with the orientation activities and application. An exploratory field study was undertaken to evaluate the effect of the achievement system on participants attending orientation. Forty-six new students were recruited to test the orientation application. Twentysix participants used a gamified version of the orientation application and twenty participants used a non-gamified version. While the gamification was generally well received, no impact on user experience was evident. Some effect on engagement with orientation activities was shown. Participants who used the gamified system reported the game elements as fun, but some negative issues arose, such as cheating.

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CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play

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© ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, ISBN:9781450330145, https://doi.org/10.1145/2658537.2658700

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Human-computer interaction

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Fitz-Walter, Z; Wyeth, P; Tjondronegoro, D; Johnson, D, Exploring the effect of achievements on students attending university orientation, CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, 2014, pp. 87-96