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  1. KEEP
  2. Theses and Dissertations
  3. Barrett, The Honors College Thesis/Creative Project Collection
  4. Campus Kit: Gamifying the College Experience
  5. Full metadata

Campus Kit: Gamifying the College Experience

Full metadata

Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

Date Created
2021-05
Contributors
  • Klein, Jonathan (Co-author)
  • Rangarajan, Padmapriya (Co-author)
  • Li, Shimei (Co-author)
  • Byrne, Jared (Thesis director)
  • Pierce, John (Committee member)
  • School of International Letters and Cultures (Contributor)
  • Department of Management and Entrepreneurship (Contributor)
  • Sandra Day O'Connor College of Law (Contributor)
  • Barrett, The Honors College (Contributor)
Topical Subject
  • Entrepreneurship
  • Augmented Reality
  • gamification
Resource Type
Text
Extent
39 pages
Language
eng
Copyright Statement
In Copyright
Primary Member of
Barrett, The Honors College Thesis/Creative Project Collection
Series
Academic Year 2020-2021
Handle
https://hdl.handle.net/2286/R.I.63573
Level of coding
minimal
Cataloging Standards
asu1
System Created
  • 2021-04-17 12:00:20
System Modified
  • 2021-08-11 04:09:57
  •     
  • 9 months ago
Additional Formats
  • OAI Dublin Core
  • MODS XML

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