Using Hybrid Gamification to Build Community and Self-Efficacy Among Diverse University STEM Students

Using Hybrid Gamification to Build Community and Self-Efficacy Among Diverse University STEM Students

Karen J. Cotter
DOI: 10.4018/978-1-6684-6092-4.ch011
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Abstract

Technology is all around us and has become ubiquitous in everyday life. Today's Generation Z college students are the first coeds who have never lived without technology. It is incorporated throughout their day and in a plethora of ways in college campuses. Many professional STEM jobs go unfilled annually, especially by diverse individuals. Many underserved, first-generation, African American, Latinx, and female students arrive on campus with disadvantages that create barriers to success. Increasing the number of STEM graduates to fill these jobs requires innovative ways to support and retain these underserved students. STEM Bridge programs across the country use various strategies to engage, retain, and graduate STEM majors. This chapter presents research on the unique use of hybrid gamification as an educational technology strategy, in a Bridge STEM program, to foster a sense of community and self-efficacy to support STEM majors as they persist to a STEM degree.
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Introduction

Today’s Generation Z university population has never lived without technology. “They are also digital natives who have little or no memory of the world as it existed before smartphones” (Parker & Igielnik, 2020). In the not-too-distant past, stereotypical images of 18-year-old boys in dorm rooms surrounded by gaming consoles come to mind when people think of individuals who spend a lot of time using technology or gaming. While younger men (18–29) make up an extremely large share of the people who do engage with video games (gamers) (Brown, 2017; Pew Research, 2019), today’s gamer is not that stereotype. Today’s gamer includes the seasoned lawyer buying coffee, the harried parent buying groceries, and the university student. While many college-age students, mostly male, may identify as gamers, there are more than 5 billion people worldwide who call, text, tweet, browse, shop, or play games on their mobile devices (Kumar, 2017). People who have access to technology often have a range of platforms from which to choose, including gaming consoles, computers, tablets, watches, and the device most people carry with them everywhere: the mobile phone.

Currently, half of the time spent gaming on the internet occurs on mobile devices, an increase from 27% in 2013 (Gough, 2019). The use of gamification, the integration of game-like elements woven into routine tasks (Deterding, 2011), permeates even the most common areas of our lives (Erenli, 2013) and can motivate users/gamers to engage with these apps. Companies offer promotions and rewards for ordinary, daily activities. When consumers earn points toward a free coffee with the Starbucks app or when they receive grocery store coupons from their local store app, they are more likely to continue supporting these brands and are often motivated to continue engaging with that app to level up and earn more rewards. Additionally, easy access to technology on one’s mobile devices, and the plethora of apps for games, entertainment, and communication, or learning can make a gamer of anyone with access to technology.

Using a mobile device for daily activities is not the only way gamification has impacted people’s lives. Gaming is used to connect, engage, and interact with acquaintances, friends, and family, as well as strangers. Immediate access to multiplayer games such as League of Legends, Fortnite, or Minecraft encourages interactions that promote engagement with these groups. These connections also allow for strangers from diverse communities throughout the world to make connections. Face-to-face (F2F) gatherings once limited by proximity and size of a location can now be accessed via technology. Since COVID we have seen these venues (Zoom, Google Meet, etc.) open these once limited get-togethers to potentially hundreds of people all over the globe. These types of gatherings were once beyond the reach of most people. The opportunities to connect outside a physical neighborhood, workspace, community, or has become limitless.

Subsequently, the use of mobile devices is an obvious tool to engage this population of Gen Z students. The potential to build a sense of community and self-efficacy using their phones may support their persistence to a STEM degree. Additionally, the use of both F2F and hands-on STEM activities may allow for students to manifest creativity and collaboration while working with their peers. It has been shown that teamwork motivates students to complete the task at hand and allows them to be involved in a creative and meaningful scientific process (Estrada et al., 2016). Interaction within a peer group also fosters and builds a sense of belonging and that promotes a sense of community and self-efficacy (Bandura, 1986; Kuchynka et al., 2019; McMillan & Chavez, 1986). The use of a hybrid gamification model seeks to foster this sense of community and self-efficacy.

Key Terms in this Chapter

First-Generation: A student whose parent or parents did not earn a four-year college degree.

Diverse, Underserved Populations (DUS): Students with one or more of the following characteristics: first generation, low income, female, and/or a racial-ethnic minority (e.g., African American, or Black, Asian, Hispanic or Latinx, Native American, Non-resident alien). These students have been historically underrepresented in higher education institutions.

Generation Z: A group of people (students) who were born between1997 and 2012.

Community of Practice (CoP): Introduced by Lave and Wenger (1991) , a CoP comprises members with varied interests, differing contributions, and varied viewpoints who “share understandings concerning what they are doing and what that means in their lives and for their communities” (p. 98).

Active Learning: Any learning or course related activity in which students in a class session are engaged and not just watching, listening, and taking notes.

Social Scavenger: A mobile app that allows “building and running mobile-based scavenger hunts as an engagement platform to facilitate mobile fun” (Social Scavenger, 2019 AU31: The in-text citation "Social Scavenger, 2019" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ). This app was used for the NJCU orientation and was then built to be used throughout the entire 10-week SSA program.

Retention: The practice in higher education, to keep students enrolled in the community college, college, or university they are attending.

STEM Success Academy (SSA): A 10-week summer program designed to prepare rising sophomores and transfer students for enrollment in General Chemistry I, Calculus I, and Physics I in Fall 2019 (Grew, 2016 AU32: The in-text citation "Grew, 2016" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ).

Persistence: As it relates to a program or university, persistence is the percentage of students who return to college, at any institution, for their second year ( National Student Clearinghouse Research Center, 2015 ).

Bridge Programs: Any program that is designed to help students transition students from high school into higher education learning environments.

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