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WELCOME 
University College
presents
Kameron Whitfield, M.Ed.
Instructional Chair/ Presenter:
WHY DO SOME STUDENTS DO WELL
IN CLASS WHILE OTHERS DO NOT?
Study time? Attending Class? Parental Involvement? Personal Investment?
Self Confidence? Prior Knowledge? Balanced Social Life? Support System?
Resources? Talented? Ask questions?
80% of failing
students DO
NOT discuss
coursework
outside of class
“It’s not what students are doing
in the classroom that
creates the problem, it’s what
they are doing (or NOT doing)
when they leave”
WHAT Students do when they leave
the classroom
Sleep ----Hang out----Eat-----Hang Out----Netflix & Chill---- Hang Out----Cram
for test----hang out----twitter----Instagram----Facebook----snapchat----text----
party----hang out----hang out----hang out----
NOTICE ANY
ISSUES
HERE?
The gAme
changer
The A Game
By Dr. Kenneth J. Sufka, Ph. D.
The A Game
 Program Summary: The A-Game common read program is based on the book
by Kenneth J. Sufka entitled The A Game, Nine Steps to Better Grades. The A-
Game exposes new students to nine easy rules to follow to accomplish and
maintain academic success in a college environment.
RULE 1- GO TO CLASS
RULE 2- NEVER SIT IN THE CHEAP SEATS
RULE 3- COME TO CLASS PREPARED
RULE 4- ASK QUESTIONS
RULE 5- GET SPACED OUT
RULE 6- DEVELOP LEARNING OBJECTIVIES
RULE 7- LEARN MATERIAL
RULE 8- USE LEARNING CHECKS & SELF-TESTING
RULE 9- BE EXAM SAVVY
The A Game
Program Mission:
 Prairie View A&M University’s Freshman Year
Experience (FYE) program is the cornerstone of the
freshman student success and retention
initiative. The Common Read is a component of the
FYE program designed to promote a unified
academic experience for all freshman students by
requiring them to read and have open discussion of
the same book. The common read is fully
integrated into the first semester to ensure students
are provided with the necessary knowledge, skills,
and strategies that will enable them to have a
successful collegial experience and accomplish their
academic goals.
Program Objectives:
 Promote reading as a shared intellectual
experience
 Build community by creating a common ground
for open and small group discussion
 Introduce accountability and personal
ownership of educational endeavors
 Establish collegiate study habits by teaching
critical thinking and application skills
 Foster academic achievement to establish high
standards of student success
 Improve perception of Prairie View A&M
University by increasing staff involvement in the
academic pursuits of students
 Early connection with fellow students, faculty
and staff
What’s
THE
GAME
PLAN?
Student Life (Rider)
• PALS
• Panther Camp
• Student Club/
Organizations
• SGA/CAB
• Speak Out Series
• Code of ConductAdministration (Cruiser)
• Nurture the Class of 2020
• Branding Departments
• Small Incentives
• Give A ways
• Encouragement/
Conversations
The Classroom (Navigator)
• Academic Forums/Seminars
• Student Shout Outs
• Class Awards
• Grades
• Attendance
• Promotion of Tutoring Centers
University College
(Driver)
• Co-Curricular
Programming
• Community Wide
• Building Workshops
• Mid-Point Tracking
• Monthly 1 on 1 success
meetings
• Live-In coaching from
LCC’s and CA’s.
The GAME Plan
Program Initiatives:
 A-GAME Kick-Off (distribution of the book and introduction of the program to all incoming
freshmen)
 Academic Enrichment Workshops based on each chapter of the “A-Game”
 Academic Success Achievement Plan
 Academic Tools and Resources
 A-GAME Passport
 Mid-term review by Academic Advisors
 Finals Study Hours with Peer Tutors
 Closing Awards Ceremony
What’s our Target???
Fall 2012
Fall 2014
GPA Class Size Did not Return Did not Return
%
GPA 0.00- 1.00 217 185 85%
GPA 1.01- 2.00 338 178 53%
GPA 2.01- 3.00 682 126 18%
GPA 3.01- 4.00 348 42 12%
GPA Class Size Did not Return Did not Return
%
GPA 0.00- 1.00 164 155 95%
GPA 1.01- 2.00 328 201 61%
GPA 2.01- 3.00 633 92 15%
GPA 3.01- 4.00 311 34 11%
Fall 2013
GPA Class Size Did not Return Did not Return
%
GPA 0.00- 1.00 196 179 91%
GPA 1.01- 2.00 331 200 60%
GPA 2.01- 3.00 655 114 17%
GPA 3.01- 4.00 400 41 10%
 Increase GPA’s of 0.00-2.00
 Decrease attrition of GPA’s 0.00- 2.00 by
30%
 Retain GPA’s of 2.01-4.0
LET US HELP YOU EDUCATE OUR
STUDENTS!
 Post A-Game materials in the classroom
 Use the jargon from the book
 Recognize and praise students who
bring their “A-Game”
 Be generous with Passport Cards
 Share your voice!  let them see you
involved outside the classroom
Post GAME Plan
Program Incentives:
 Certificate of Achievement
 Presented to students who attend all programs and events
 A-GAME Lottery
 Name entered into lottery at every workshop attended. Grand prize to be awarded at Closing Awards
Ceremony
 Door Prizes and Give-a-Ways at “A-GAME” Workshops
 Mid-Term Mixer
 Social event for students who have attended all workshops prior to mid-term exams
 Building Recognition
 Monthly building recognition for the University College building with the most participants
 Feature and/or highlight in various media outlets
 Closing Awards Ceremony
 Complimentary Copy of the “A-GAME” Book
 A-GAME Workshops based on each chapter of the “A-Game”
 A-Game Workshop Dates
 Guest Speakers at every Workshop
 What are the 9 Rules of the A-Game?
 Incentives (better grades, door prizes, T-shirt, end of semester awards
ceremony-for perfect attendance)
 Academic Tools and Resources (custom pens, pencils, highlighters, etc.)
 “A-GAME” Participation/Destination Passport
 Closing Awards Ceremony
 Mid-Term Review by UC Academic Advisors
SUMMARY OF PROGRAM COMPONENTS
ARE
YOU
GAME???
Questions?

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A Game Presentation FYE

  • 1. WELCOME  University College presents Kameron Whitfield, M.Ed. Instructional Chair/ Presenter:
  • 2. WHY DO SOME STUDENTS DO WELL IN CLASS WHILE OTHERS DO NOT? Study time? Attending Class? Parental Involvement? Personal Investment? Self Confidence? Prior Knowledge? Balanced Social Life? Support System? Resources? Talented? Ask questions?
  • 3. 80% of failing students DO NOT discuss coursework outside of class “It’s not what students are doing in the classroom that creates the problem, it’s what they are doing (or NOT doing) when they leave”
  • 4. WHAT Students do when they leave the classroom Sleep ----Hang out----Eat-----Hang Out----Netflix & Chill---- Hang Out----Cram for test----hang out----twitter----Instagram----Facebook----snapchat----text---- party----hang out----hang out----hang out---- NOTICE ANY ISSUES HERE?
  • 6. The A Game By Dr. Kenneth J. Sufka, Ph. D.
  • 7. The A Game  Program Summary: The A-Game common read program is based on the book by Kenneth J. Sufka entitled The A Game, Nine Steps to Better Grades. The A- Game exposes new students to nine easy rules to follow to accomplish and maintain academic success in a college environment. RULE 1- GO TO CLASS RULE 2- NEVER SIT IN THE CHEAP SEATS RULE 3- COME TO CLASS PREPARED RULE 4- ASK QUESTIONS RULE 5- GET SPACED OUT RULE 6- DEVELOP LEARNING OBJECTIVIES RULE 7- LEARN MATERIAL RULE 8- USE LEARNING CHECKS & SELF-TESTING RULE 9- BE EXAM SAVVY
  • 8. The A Game Program Mission:  Prairie View A&M University’s Freshman Year Experience (FYE) program is the cornerstone of the freshman student success and retention initiative. The Common Read is a component of the FYE program designed to promote a unified academic experience for all freshman students by requiring them to read and have open discussion of the same book. The common read is fully integrated into the first semester to ensure students are provided with the necessary knowledge, skills, and strategies that will enable them to have a successful collegial experience and accomplish their academic goals. Program Objectives:  Promote reading as a shared intellectual experience  Build community by creating a common ground for open and small group discussion  Introduce accountability and personal ownership of educational endeavors  Establish collegiate study habits by teaching critical thinking and application skills  Foster academic achievement to establish high standards of student success  Improve perception of Prairie View A&M University by increasing staff involvement in the academic pursuits of students  Early connection with fellow students, faculty and staff
  • 9. What’s THE GAME PLAN? Student Life (Rider) • PALS • Panther Camp • Student Club/ Organizations • SGA/CAB • Speak Out Series • Code of ConductAdministration (Cruiser) • Nurture the Class of 2020 • Branding Departments • Small Incentives • Give A ways • Encouragement/ Conversations The Classroom (Navigator) • Academic Forums/Seminars • Student Shout Outs • Class Awards • Grades • Attendance • Promotion of Tutoring Centers University College (Driver) • Co-Curricular Programming • Community Wide • Building Workshops • Mid-Point Tracking • Monthly 1 on 1 success meetings • Live-In coaching from LCC’s and CA’s.
  • 10. The GAME Plan Program Initiatives:  A-GAME Kick-Off (distribution of the book and introduction of the program to all incoming freshmen)  Academic Enrichment Workshops based on each chapter of the “A-Game”  Academic Success Achievement Plan  Academic Tools and Resources  A-GAME Passport  Mid-term review by Academic Advisors  Finals Study Hours with Peer Tutors  Closing Awards Ceremony
  • 11. What’s our Target??? Fall 2012 Fall 2014 GPA Class Size Did not Return Did not Return % GPA 0.00- 1.00 217 185 85% GPA 1.01- 2.00 338 178 53% GPA 2.01- 3.00 682 126 18% GPA 3.01- 4.00 348 42 12% GPA Class Size Did not Return Did not Return % GPA 0.00- 1.00 164 155 95% GPA 1.01- 2.00 328 201 61% GPA 2.01- 3.00 633 92 15% GPA 3.01- 4.00 311 34 11% Fall 2013 GPA Class Size Did not Return Did not Return % GPA 0.00- 1.00 196 179 91% GPA 1.01- 2.00 331 200 60% GPA 2.01- 3.00 655 114 17% GPA 3.01- 4.00 400 41 10%  Increase GPA’s of 0.00-2.00  Decrease attrition of GPA’s 0.00- 2.00 by 30%  Retain GPA’s of 2.01-4.0
  • 12. LET US HELP YOU EDUCATE OUR STUDENTS!  Post A-Game materials in the classroom  Use the jargon from the book  Recognize and praise students who bring their “A-Game”  Be generous with Passport Cards  Share your voice!  let them see you involved outside the classroom
  • 13. Post GAME Plan Program Incentives:  Certificate of Achievement  Presented to students who attend all programs and events  A-GAME Lottery  Name entered into lottery at every workshop attended. Grand prize to be awarded at Closing Awards Ceremony  Door Prizes and Give-a-Ways at “A-GAME” Workshops  Mid-Term Mixer  Social event for students who have attended all workshops prior to mid-term exams  Building Recognition  Monthly building recognition for the University College building with the most participants  Feature and/or highlight in various media outlets  Closing Awards Ceremony
  • 14.  Complimentary Copy of the “A-GAME” Book  A-GAME Workshops based on each chapter of the “A-Game”  A-Game Workshop Dates  Guest Speakers at every Workshop  What are the 9 Rules of the A-Game?  Incentives (better grades, door prizes, T-shirt, end of semester awards ceremony-for perfect attendance)  Academic Tools and Resources (custom pens, pencils, highlighters, etc.)  “A-GAME” Participation/Destination Passport  Closing Awards Ceremony  Mid-Term Review by UC Academic Advisors SUMMARY OF PROGRAM COMPONENTS