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
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?
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