Proceedings of the 23rd Australian Computer-Human Interaction Conference 2011
DOI: 10.1145/2071536.2071554
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Orientation Passport

Abstract: Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation infor… Show more

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Cited by 120 publications
(11 citation statements)
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“…In education, gamification has been successfully used to increase student engagement and participation (Denny, 2013;Fitz-Walter et al, 2011;Goehle, 2013) and enhance learning (Li, Grossman, and Fitzmaurice 2012;Cheong, Cheong, and Filippou 2013;Dong et al 2012). Fitz-Walter et al investigated the use of game achievements within Orientation Passport, a mobile application designed to help university students learn about their campus during the orientation phase of the semester.…”
Section: Application Of Gamification In Non-gaming Domainsmentioning
confidence: 99%
“…In education, gamification has been successfully used to increase student engagement and participation (Denny, 2013;Fitz-Walter et al, 2011;Goehle, 2013) and enhance learning (Li, Grossman, and Fitzmaurice 2012;Cheong, Cheong, and Filippou 2013;Dong et al 2012). Fitz-Walter et al investigated the use of game achievements within Orientation Passport, a mobile application designed to help university students learn about their campus during the orientation phase of the semester.…”
Section: Application Of Gamification In Non-gaming Domainsmentioning
confidence: 99%
“…One is Orientation Passport ( [12], developed and evaluated further in [13] and [14]), a mobile pervasive game designed to help first-year students with orientation at university. It applies gamification in the form of an achievement system, and investigates the effect this has on players' engagement and motivation.…”
Section: Related Workmentioning
confidence: 99%
“…Badge architectures in educational systems may be embedded into a gameful system (see for example [11]), or may be used as independent game-like mechanics to animate non-game learning activities, as in the examples of the Khan Academy and the future MITx framework [12], in Mozilla Open Badges [13] or in the RSS Network [14].…”
Section: Badges In Educationmentioning
confidence: 99%