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Using alternate reality games to support first year induction with ELGG

Katie Piatt (Learning Technologies Group, University of Brighton, Brighton, UK)

Campus-Wide Information Systems

ISSN: 1065-0741

Article publication date: 28 August 2009

689

Abstract

Purpose

This paper aims to describe a pilot project investigating the use of alternate reality game/treasure‐hunt formats to provide an alternative to existing mechanisms for introducing new students to university information and services.

Design/methodology/approach

An alternate reality game was designed to be played online and offline, which aimed to be fun, intriguing and engaging through task design and storyline. The university's social network was used as a platform for players to support one another in solving each task as well as for fictional characters in the story to interact with the players.

Findings

Logistical problems are identified with the campus environment, and successes are highlighted where tasks were particularly effective or enjoyable. The game format also provided students with something special to “feel part of” and to provide a break from their formal course.

Practical implications

It was found that the game format did not appeal to all students, but was very effective for those that liked it.

Originality/value

The author believes the alternate reality game/treasure‐hunt format can provide an interesting alternative to existing mechanisms for introducing students to certain types of information or services.

Keywords

Citation

Piatt, K. (2009), "Using alternate reality games to support first year induction with ELGG", Campus-Wide Information Systems, Vol. 26 No. 4, pp. 313-322. https://doi.org/10.1108/10650740910984646

Publisher

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Emerald Group Publishing Limited

Copyright © 2009, Emerald Group Publishing Limited

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