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Using an alternate reality game to facilitate student engagement during orientation

Sarah Glencross et al · STARS Conference · 2019

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An alternate reality game was designed to facilitate transition and engagement amongst students commencing a tertiary preparation program at a regional university in Australia. The design of the game was informed by a student engagement framework which proposes four psychosocial constructs which mediate engagement at the intersection between student and institutional influences: self-efficacy, belonging, well-being, and emotion. The 108 participants completed a survey which measured these constructs prior to the commencement of the game. Game players (n = 13) were surveyed again immediately after the game. The results of statistical analysis indicated that game players reported a greater sense of well-being and more positive emotions than the group surveyed before the game.

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APA 7

al, S. G. E. (2019). Using an alternate reality game to facilitate student engagement during orientation. https://doi.org/10.5204/ssj.v10i2.1298

MLA

al, Sarah Glencross et. "Using an alternate reality game to facilitate student engagement during orientation." 2019. https://doi.org/10.5204/ssj.v10i2.1298.

Chicago

al, Sarah Glencross et. 2019. "Using an alternate reality game to facilitate student engagement during orientation.". https://doi.org/10.5204/ssj.v10i2.1298.

Harvard

al, S. G. E. 2019, Using an alternate reality game to facilitate student engagement during orientation, STARS Conference, available at: https://doi.org/10.5204/ssj.v10i2.1298 [Accessed 7 Aug. 2026].

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Título
Using an alternate reality game to facilitate student engagement during orientation
Autor / colaboradores
Sarah Glencross et al
Editorial
STARS Conference
Año de publicación
2019
ISSN
2205-0795
ISSN
2205-0795
Idioma
Inglés

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