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 MĀNOA ANDREW NGUYEN
QUEST LOG • • • Introduction Major Exploration Gamification In Practice Discussion
Advisor Introduction Academic Advisor Avid Gamer
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 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, 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, mobility, security, prestige, status
Interpersonal Factors • Individual relationships • I. e. family, friends, mentors, role-models
Internal Factors • Self-perception of abilities and skills
Narrowing Down Influential Factors • Ikigai
Utilizing Imagination for Major Exploration • Creativity & Imagination • Flow
Gamification • What is Gamification? • What is a game? • Free • Separate • Uncertain • Unproductive • Regulated • Make-believe
Productivity and Versatility • Embracing games • Integration
Role-playing Games (RPG) Traditional Modern
Final Fantasy VII: A Prescriptive 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
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.