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(GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Jan 22, 2018

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Scott Reinke
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Page 1: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 2: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Engagement & Retention through Mobile Gamification in Higher Education with Ball

State Achievements

Scott Reinke, Coord. for Ball State Achievements

Ball State University

Muncie, Indiana, USA

@ScottReinke

*Brittanie Middleton, Director of Finance and Budgets is here too! Wave Brittanie!

Page 3: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 4: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Muncie, Indiana, USA

Page 5: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

The Problem• Low-income students are

significantly less likely to earn a Bachelor’s Degree by age 24.

• Pell Grant recipients at Ball State persist at an 8% lower rate from freshman to sophomore year.

• Pell Grant student 4-year graduation rate is ~20% lower

• 1/3 of all Ball State students are Pell Grant recipients

Indicators of Higher Education Equity in the US: 45-Year Trend Report,The Pell Institute for the Study of Opportunity in Higher Education

Page 6: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

The Research

“A recent U.S. Department of Education publication identified

specific strategies found to be effective in increasing college

retention and completion. Services should be: 1) integrated —

building and reinforcing each other; 2) sustained — one

semester is not considered enough; and 3) systematic — having

an overall plan and promoting a culture of success.”

Sixteen Strategies for Widening Equity of Participation in Higher Education in the United States: Reflections from International Comparisons, Margaret Cahalan, Ph.D.

Page 7: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

The Research

“Student engagement—a range of behaviors that institutions can influence with teaching practices and programmatic interventions

… positively affects grades in both the first and last year of college as well as persistence to the second year at the same

institution, even after controlling for a host of pre-college characteristics... Second, engagement has a compensatory effect

on first-year grades and persistence to the second year of college at the same institution. That is, while exposure to

effective educational practices generally benefits all students, the effects are even greater for lower ability students…”

Unmasking the Effects of Student Engagement on First-Year College Grades and Persistence.The Journal of Higher Education, Volume 79, Number 5, September/October 2008, pp. 540-563 (Article)

Page 8: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

The ResearchIn terms of recommendations for further action… First, it is important to

encourage student engagement in campus activities… Positive peer influence can be a powerful and effective means to keep students

motivated and happy. Second, participants who were more motivated and self-disciplined were also those who were more independent. For those students who are less independent or who do not usually reach out for

advice and support, it will be helpful for the University to have a mechanism that can reach these students regularly to make sure they are on track towards academic success. Finally, computer and mobile devices that can access the internet are commonly used among students. Apps or system features that can keep students informed about campus activities, help

students manage their schedule and time allocation, and motivate students to utilize more campus resources can all be helpful for students

to thrive in college.

Breakthrough Models Incubator (BMI) Project: Focus Group ReportBall State Office of Institutional Effectiveness, Dr. Wen Qi

Page 9: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Recap

• Retention initiatives should be• Integrated

• Sustained

• Systematic

• Engagement with an institution is more impactful for at-risk students

• Advice as per BSU student research• Encourage student

engagement

• Foster positive peer relationships

• Create Mechanisms for engagement

• Students use apps

Page 10: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Ball State Achievements App

Page 11: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 12: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 13: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 14: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 15: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

How achievements are awarded

• Currently in use• Location

• Location + Time (Events)

• API Integration (Card Swipes)

• Manual .CSV Upload

• In testing (currently buggy)• PIN code

• Combo

• Survey

Page 16: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Things Achievements Does Well

• Introduce students to campus resources

• Encourage safe, beneficial recreation

• Promote routines and planning

• Incentivize shared experiences

• Offer meaningful & useful rewards

Page 17: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Introduce Students to Campus Resources

• Landmarks & Instructional Buildings

• Dining Options

• Academic & Career Support Services

• Student Groups

Page 18: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Introduce Students to Campus Resources

• Landmarks & Instructional Buildings

• Dining Options

• Academic & Career Support Services

• Student Groups

Page 19: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Introduce Students to Campus Resources

• Landmarks & Instructional Buildings

• Dining Options

• Academic & Career Support Services

• Student Groups

Page 20: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Introduce Students to Campus Resources

• Landmarks & Instructional Buildings

• Dining Options

• Academic & Career Support Services

• Student Groups

Page 21: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation

• Cultural Events

• University Programming

• Athletic Events

Page 22: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation

• Cultural Events

• University Programming

• Athletic Events

Page 23: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation

• Cultural Events

• University Programming

• Athletic Events

Page 24: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Promote Routines & Planning

• Rec Center

• Study at the Library

• Registering Early for Class

• “Add to Calendar” feature

• “Featured” achievements

Page 25: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Promote Routines & Planning

• Rec Center

• Study at the Library

• Registering Early for Class

• “Add to Calendar” feature

• “Featured” achievements

Page 26: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Promote Routines & Planning

• Rec Center

• Study at the Library

• Registering Early for Class

• “Add to Calendar” feature

• “Featured” achievements

Page 27: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Promote Routines & Planning

• Rec Center

• Study at the Library

• Registering Early for Class

• “Add to Calendar” feature

• “Featured” achievements

Page 28: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Promote Routines & Planning

• Rec Center

• Study at the Library

• Registering Early for Class

• “Add to Calendar” feature

• “Featured” achievements

Page 29: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Incentivize Shared Experiences

• Grouping Bonus

Page 30: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Incentivize Shared Experiences

Page 31: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Offer Meaningful & Useful Rewards

• Apparel & Swag for school spirit

• Mom & Dad merch for agency

• Academic & art supplies for support

• Cyclical rewards for experiences

Page 32: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Offer Meaningful & Useful Rewards

• Apparel & Swag for school spirit

• Mom & Dad merch for agency

• Academic & art supplies for support

• Cyclical rewards for experiences

Page 33: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Offer Meaningful & Useful Rewards

• Apparel & Swag for school spirit

• Mom & Dad merch for agency

• Academic & art supplies for support

• Cyclical rewards for experiences

Page 34: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Offer Meaningful & Useful Rewards

• Apparel & Swag for school spirit

• Mom & Dad merch for agency

• Academic & art supplies for support

• Cyclical rewards for experiences

Page 35: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Student Testimonial

“I am an introverted commuter and this app has definitely gotten

me to go to school more often. It has actually helped me a lot. I

can afford to buy paper now for my art classes! And, I can buy a

gift for my parents now! It is good to finally feel reward for doing

well in my classes.”

Question: Has Achievements helped you in any way?

Page 36: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Student Testimonial

“Definitely. It made me realize what all is available on campus, as

a freshman, I was very thankful for that.”

Question: Has Achievements helped you in any way?

Page 37: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Student Testimonial

“I got a hoodie.

I am happy.”

Question: Has Achievements helped you in any way?

Page 38: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Stats

• 1525 – Total Users

• 1400 – On Waiting List

• 58,296 – Achievements Earned

• 1593 – Items Purchased

• *Study in the Library has been earned over 1000 times this semester.

Retention Results

• Fall 2014 Cohort FRSO• Pell App Users: 79% (+ 4%)

• Pell Non-App Users: 75%

• Overall Retention: 81%

• Fall 2014 Cohort SOJR• Pell App Users: 74% (+ 8%)

• Pell Non-App Users: 66%

• Overall Retention: 74%

• Fall 2015 Cohort FRSO• Pell App Users: 81% (+ 9%)

• Pell Non-App Users: 72%

• Overall Retention: 81%

Page 39: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Engagement & Retention through Mobile Gamification in Higher Education with Ball

State Achievements

Scott Reinke, Coord. for Ball State Achievements

Ball State University

Muncie, Indiana, USA

@ScottReinke

*Brittanie Middleton, Director of Budget & Finance is here too! Wave Brittanie!

Questions?

Page 40: (GWC 2016 Session) Engagement and Retention through Mobile Gamification in Higher Education with Ball State Achievements

Engagement & Retention through Mobile Gamification in Higher Education with Ball

State Achievements

Scott Reinke, Coord. for Ball State Achievements

Ball State University

Muncie, Indiana, USA

@ScottReinke

*Brittanie Middleton, Director of Budget & Finance is here too! Wave Brittanie!

Thank You!