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Page 1: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 2: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 AchievementsBall State University

Muncie, Indiana, USA

@ScottReinke

Page 3: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 4: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 5: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 6: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 7: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 8: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 9: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Ball State Achievements App

Page 10: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 11: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 12: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 13: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 14: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 15: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 16: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 17: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation• Cultural Events• University Programming• Athletic Events

Page 21: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation• Cultural Events• University Programming• Athletic Events

Page 22: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Encourage Safe, Beneficial Recreation• Cultural Events• University Programming• Athletic Events

Page 23: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 24: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Incentivize Shared Experiences• Grouping Bonus

Page 29: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Incentivize Shared Experiences

Page 30: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 31: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 35: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 36: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 37: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Stats• 1621 – Total Users• 1488 – On Waiting List• 66,684 – Achievements

Earned• 1709 – Items Purchased• *Study in the Library has

been earned almost 2000 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 38: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 39: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 40: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

(Very) Frequently Asked Questions• How did Achievements start?• Who made the app?• How is the app managed today?• What are the financial costs involved?• Can I use Achievements at my institution?

Page 41: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

How did Achievements start?• Educause Breakthrough Models Incubator (2013)

• $50,000 Grant to build prototype• Pilot Program; App Prototype (Spring 2014)

• Focus groups, usability testing• Bill & Melinda Gates Foundation (Summer 2014)

• $100,000 Grant to launch program• Ball State Support (Summer 2014)

• 3-year trial to determine efficacy (Fall 2014–Spring 2017)• Financial support after grant funding is exhausted

• Launch! (Fall 2014)• Iteration (Ongoing)

Page 42: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Who made the app?• App Development

• Digital Corps• (High%) IT Director• (High%) IT Design AD• (High%) IT Development AD

Page 43: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 44: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Who made the app?• Management Team

• Dedicated program manager• (Partial) VP of Student Affairs• (Partial) Budget Director• (Partial) Researcher

Page 45: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements
Page 46: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Who made the app?• Campus Partners

• Retention Office• Career Center• Library• Rec Center• Book Store• Tech Store• Student Life• Athletics• Academic Advising• Financial Aid• Multicultural Center• Many, Many, more…

Page 47: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

How is the app managed today?• Dedicated program manager• (Partial) VP Student Affairs• (Partial) Budget Director• (Partial) Digital Corps Support• (Contract) Part-time Dev.• (Multiple) Campus Partners

Page 48: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

What are the financial costs involved?(totals over 3 years)• Administrative - $152,000

• Professional Salary• Student Payroll• Benefits

• Contract Dev. - $18,000• Operations/Travel - $42,000• Incentives - $50,000

• Total – $262,000

Page 49: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & Retention through Mobile Gamification in Higher Education with Ball State Achievements

Can I use Achievements at my institution?• No, not at the moment.• Currently exploring models of

opening up the program to other schools.

• Stay tuned.

• (email me at [email protected] if you’re interested)

Page 50: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 AchievementsBall State University

Muncie, Indiana, USA

@ScottReinke

Questions?

Page 51: (Student Advocates Conference, Indiana Commission for Higher Education) Engagement & 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 AchievementsBall State University

Muncie, Indiana, USA

@ScottReinke

Thank You!