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- Creators: Byrne, Jared
- Creators: Berliner, David C.
- Resource Type: Text
We do not fully understand how Arizona’s mature school choice system affects parents and other stakeholders in communities “on the ground.” That is, how are school policies understood and acted out? I used ethnographic methods to document and analyze the social, cultural, and political contexts and perspectives of stakeholders at one district public school and in its surrounding community, including its charter schools. I examined: (a) how stakeholders perceived and engaged with schools; (b) how stakeholders understood school policies, including school choice policies; and (c) what influenced families’ choices.
Findings highlight how most stakeholders supported district public schools. At the same time, some “walked the line” between choices that were good for their individual families and those they believed were good for public schools and society. Stakeholders imagined “community” and “accountability” in a range of ways, and they did not all have equal access to policy knowledge. Pressures related to parental accountability in the education market were apparent as stakeholders struggled to make, and sometimes revisit, their choices, creating a tenuous schooling environment for their families.
The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.
This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.