1. CHALLENGE ACTION RESULTS
Using Game-Based Learning
in an Introductory University Success Course
Miranda Hildebrand, Director Academic Web Services
Shanna Wise, Manager Academic Web Services
Nita Mailander, Director Library Services
Game Design & Development
Preliminary student focus groups shaped the concept
Student acceptance testing influenced creation of an
introductory video
Electronic student and faculty surveys did not have
satisfactory response rates
Face-to-face focus groups provided keen insight into the
student experience
University Success Challenge
Digital game-based learning was incorporated into an
introductory university success course as a strategy to
enhance student engagement. A call to action was sent
to students, challenging them to join a special operations
mission critical to their academic success.
Collaborative Development
Collaboration on curriculum designed with digital game-
based components can provide pioneering strategies to
enhance the student experience and reinforce successful
learning strategies.
Pilot Study
• Students could opt-in to the game to replace a weekly discussion post for class
participation credit
• Students completed game activities throughout the duration of the course with a fairly
consistent average of 5.7 minutes spent per session
Mission Accomplished | Opportunities for Further Research
• 78% of students surveyed thought gamification should be incorporated into other courses.
Future research should explore adaptive drill and response games for competency based
learning in other areas of study.
• This research is based on an optional call to action. Future research should compare
mandatory versus optional gamification to measure cognitive dissonance. Do students still
report a greater sense of satisfaction from using the game if they do not have a choice?
Call to Duty – August 2014 Mission Launch – August 2015
Curriculum
Design
Development
Faculty
Subject Matter
Experts
Faculty
Training
Development
Academic
Web Services
Library
Services
Information
Technology
Student Survey
Accepted the Mission
Student Usage
~4,000 total enrolled
31,617 total logins
18 average logins per user
1,775 profiles created
1,272 logged in 3 or more times
By Degree
Degree Opt-In Opt-Out Total
Business 21 9 30
Christian Studies 5 2 70
Education 3 1 4
Fine Arts 9 3 12
Nursing/Pre-Med 38 12 50
Social Sciences 16 13 29
Exercise Science 9 7 16
Computer Science Engineering 3 1 4
No Response 5 3 8
Total: 109 51 160
68%
32% No
Yes
Attitudes Perceptions of Students Who Accepted the Mission
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
9%
6%
6%16%
20%
54%
9% 9%
65%
82% 75%
Continued Use Greater Sense
of Satisfaction
Increased Time
on Task
Increase Focus
on Learning Outcomes
Yes
No
No Impact
No Response
21%26% 10%
10%