The Application of Gamification to improve preparation for entry-level professions

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Publication Type honors thesis
School or College College of Architecture + Planning
Department Multi-Disciplinary Design
Faculty Mentor Cord Bown
Creator Ho, Athena
Title The Application of Gamification to improve preparation for entry-level professions
Date 2018
Description Today in the job market, more employers are seeking candidates with strong soft skills, who will better fit the company culture. Unfortunately, post-graduate students are discovering that they are lacking the necessary soft skills, and that they are underprepared to enter the job market in general. Apart from soft skills, post-graduates also noted the lack of education in other book-keeping tasks crucial for transitioning from a student into an entry-level position (e.g. doing taxes, how to cook, time management skills etc.) Therefore the introduction of Residential Curriculum was rolled out; designed to provide education outside of the traditional academic setting. Residential Curriculum is a program carried out by Housing (on campus) organizations across the country. They help residents thrive by strengthening the four pillars of Collegiate Success, Culture of Belonging, Civic Engagement and Personal Growth. While good in writing, Residential Curriculum fails to support the entirety of a University's student body. Firstly, the curriculum is only accessible to students who have chosen to live on campus. Secondly, there is a disconnect between the education that Residential Curriculum offers versus what students actually wish to learn. Thirdly, the curriculum simply name-drops resources for students, but does not follow-up if the student engaged in the resource. Overall there is a broken network between those supposedly providing the education, and those receiving the education. With the digital tendencies of the Information Age, such as gamification, there is an opportunity to bring together all parties and provide engaging education, which motivates student to prepare for entry-level positions upon graduation. This digital application design exercise will serve as a senior capstone project which will apply gamification as a motivation mechanic for students to prepare for entry-level professions while in college.
Type Text
Publisher University of Utah
Language eng
Rights Management (c) Athena Ho
Format Medium application/pdf
Permissions Reference URL https://collections.lib.utah.edu/ark:/87278/s6nk8s8d
ARK ark:/87278/s6rj9wsb
Setname ir_htoa
ID 1551217
Reference URL https://collections.lib.utah.edu/ark:/87278/s6rj9wsb
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