MAJOR SELECTION AND CHARACTER CREATION A CREATIVE APPROACH

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MAJOR SELECTION AND CHARACTER CREATION: A CREATIVE APPROACH TO EXPLORATION UNIVERSITY OF HAWAIʻI AT

MAJOR SELECTION AND CHARACTER CREATION: A CREATIVE APPROACH TO EXPLORATION UNIVERSITY OF HAWAIʻI AT MĀNOA ANDREW NGUYEN

QUEST LOG • • • Introduction Major Exploration Gamification In Practice Discussion

QUEST LOG • • • Introduction Major Exploration Gamification In Practice Discussion

Advisor Introduction Academic Advisor Avid Gamer

Advisor Introduction Academic Advisor Avid Gamer

Mānoa Sophomore Experience The mission of the MSE is to help rising sophomores and

Mānoa Sophomore Experience The mission of the MSE is to help rising sophomores and sophomores navigate academic requirements and campus life so they become engaged with the campus community and invested in their college experience.

Exploratory Courses • UNIV 240: The Fresh-More Experience • Designed to provide freshmen and

Exploratory Courses • UNIV 240: The Fresh-More Experience • Designed to provide freshmen and sophomores knowledge and skills to thrive in their second semester and second year of college. • Topics include: • Major Exploration • Sophomore Slump • Academic Planning • Post-Undergraduate Experience

The Major Selection Process • Life-framing decision many students struggle with (Galotti, Altenbaumer, Geerts,

The Major Selection Process • Life-framing decision many students struggle with (Galotti, Altenbaumer, Geerts, Rupp, & Woulfe, 2006) • Correlated with job stability and satisfaction (Soria & Stebleton, 2013) • Motivations when selecting a major (Roach, Mc. Gaughey, & Downey, 2012) • External Factors • Interpersonal Factors • Internal Factors

External Factors • Financial and job security • i. e. starting salary, future earnings,

External Factors • Financial and job security • i. e. starting salary, future earnings, mobility, security, prestige, status

Interpersonal Factors • Individual relationships • I. e. family, friends, mentors, role-models

Interpersonal Factors • Individual relationships • I. e. family, friends, mentors, role-models

Internal Factors • Self-perception of abilities and skills

Internal Factors • Self-perception of abilities and skills

Narrowing Down Influential Factors • Ikigai

Narrowing Down Influential Factors • Ikigai

Utilizing Imagination for Major Exploration • Creativity & Imagination • Flow

Utilizing Imagination for Major Exploration • Creativity & Imagination • Flow

Gamification • What is Gamification? • What is a game? • Free • Separate

Gamification • What is Gamification? • What is a game? • Free • Separate • Uncertain • Unproductive • Regulated • Make-believe

Productivity and Versatility • Embracing games • Integration

Productivity and Versatility • Embracing games • Integration

Role-playing Games (RPG) Traditional Modern

Role-playing Games (RPG) Traditional Modern

Final Fantasy VII: A Prescriptive Approach • • Character Gameplay Stats Story

Final Fantasy VII: A Prescriptive Approach • • Character Gameplay Stats Story

Mass Effect: A Developmental Approach • • Character Gameplay Stats Story

Mass Effect: A Developmental Approach • • Character Gameplay Stats Story

In Practice • • Origins Quest Log (Primary) Quest Log (Secondary) Character Stats

In Practice • • Origins Quest Log (Primary) Quest Log (Secondary) Character Stats

References Anderson (2010). As if worlds-cognition in drama in education Caillois, R. (2001). Man,

References Anderson (2010). As if worlds-cognition in drama in education Caillois, R. (2001). Man, play, and games. University of Illinois Press. Galotti, K. M. , Ciner, E. , Altenbaumer, H. E. , Geerts, H. J. , Rupp, A. , & Woulfe, J. (2006). Decision-making styles in a real-life decision: Choosing a college major. Personality and Individual Differences, 41(4), 629 -639. Gibbons (1980). Toward a theory of self-directed learning Gibbons (2002). The Self-Directed Learning Handbook : Challenging Adolescent Students to Excel Jackson, M. (2016). Gamification in education: a literature review. Mishra (2010). Creativity, Self-Directed Learning and the Architecture of Technology Rich Environments Nakamura, J. , & Csikszentmihalyi, M. (2014). The concept of flow. In Flow and the foundations of positive psychology (pp. 239 -263). Springer, Dordrecht. Perry, P. (2018) Searching for meaning in your life? This Japanese concept can help you find it. Retrieved from https: //bigthink. com/philip-perry/searching-for-meaning-in-your-life-this-japanese-concept-can-help-you-find-it Quaye, S. J. , & Harper, S. R. (Eds. ). (2015). Student engagement in higher education: Theoretical perspectives and practical approaches for diverse populations. (2 nd ed. ). New York: Routledge. Roach, D. W. , Mc. Gaughey, R. E. , & Downey, J. P. (2012). Selecting a business major within the college of business. Administrative Issues Journal, 2(1), 11. Soria, K. M. , & Stebleton, M. (2013). Major decisions: Motivations for selecting a major, satisfaction, and belonging. NACADA Journal, 33(2), 29 -43. Toyama, K. (2015). The looming gamification of higher ed. The Chronicle of Higher Education. Vygotsky, L. S. (2004). Imagination and creativity in childhood. Journal of Russian & East European Psychology, 42(1), 7 -97.