Gamification as a method supporting the adaptation of first-year students to the university life

The phenomenon of mass student attrition before graduation is a pressing challenge faced by universities globally, including those in Poland. Between 2012 and 2020, over 1.3 million individuals withdrew from Polish universities, failing to resume their studies within a year of deregistration. Notably, the highest dropout rates – up to 70 % –occur within the first two semesters of study. This trend is driven by a confluence of individual factors, such as a lack of interest in the chosen field of study or personal difficulties, and institutional factors, including curriculum design and the pedagogical competencies of ac-ademic staff. A key determinant of student retention is the ability to adapt to the distinct norms and expectations of academic life. The suc-cessful transition of first-year students to university life is crucial for their subsequent personal and professional development. However, many first-year students struggle with high academic standards, an extensive curriculum, difficult subjects, and monotonous theoretical lectures. Addressing dropout rates necessitates pedagogical reforms, including the adoption of more active teaching methods that promote student engagement, foster critical thinking, and enhance problem- solving skills. Such reforms empower students to take greater respon-sibility for their learning, thereby improving their academic experience and retention. The objective of the project conducted under the Masters of Didac-tics – Advanced Program was to develop a method aimed at increasing student engagement and improving academic performance among first-year students in an engineering program at Lodz University of Technology. The introduction of gamification elements in one of the courses led to a marked improvement in student attendance and heightened willingness to undertake additional challenges. Although the impact of these modifications on students' final academic achieve-ments yielded mixed results, gamification demonstrates significant potential as an effective strategy, particularly for first-year students, to enhance engagement and support their adaptation to the academic environment.

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Publication Details

Journal
Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching
Published
2024-10-31
DOI
https://doi.org/10.26881/bp.2024.2.01
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification as a method supporting the adaptation of first-year students to the university life

Małgorzata Jędrzejczak
Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching
Educational Games and Gamification
article

Gamification as a method supporting the adaptation of first-year students to the university life

Małgorzata Jędrzejczak
article en

Abstract

The phenomenon of mass student attrition before graduation is a pressing challenge faced by universities globally, including those in Poland. Between 2012 and 2020, over 1.3 million individuals withdrew from Polish universities, failing to resume their studies within a year of deregistration. Notably, the highest dropout rates – up to 70 % –occur within the first two semesters of study. This trend is driven by a confluence of individual factors, such as a lack of interest in the chosen field of study or personal difficulties, and institutional factors, including curriculum design and the pedagogical competencies of ac-ademic staff. A key determinant of student retention is the ability to adapt to the distinct norms and expectations of academic life. The suc-cessful transition of first-year students to university life is crucial for their subsequent personal and professional development. However, many first-year students struggle with high academic standards, an extensive curriculum, difficult subjects, and monotonous theoretical lectures. Addressing dropout rates necessitates pedagogical reforms, including the adoption of more active teaching methods that promote student engagement, foster critical thinking, and enhance problem- solving skills. Such reforms empower students to take greater respon-sibility for their learning, thereby improving their academic experience and retention. The objective of the project conducted under the Masters of Didac-tics – Advanced Program was to develop a method aimed at increasing student engagement and improving academic performance among first-year students in an engineering program at Lodz University of Technology. The introduction of gamification elements in one of the courses led to a marked improvement in student attendance and heightened willingness to undertake additional challenges. Although the impact of these modifications on students' final academic achieve-ments yielded mixed results, gamification demonstrates significant potential as an effective strategy, particularly for first-year students, to enhance engagement and support their adaptation to the academic environment.

Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching(21/2)
Lodz University of Technology (PL)
Openalex Percentile: Top 70%
Educational Games and Gamification
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