A Game Plan to Support First‐Year Students in Higher Education: The Case Study of a Gamified Orientation Day

ABSTRACT Engaging first‐year students from the first moment of arrival is crucial to support their transition to higher education and facilitate their learning experiences and learning outcomes. Orientation activities offer first‐year students important transitional support during their first period at higher education. As students sometimes consider orientation activities as tedious, gamification might make participation more enjoyable while stimulating motivation and information processing. This case study presents a gamified orientation day based on educational theory. Building on eight design principles and their educational rationale, the design and operationalisation of the orientation day is explained. Qualitative survey data were collected from 1326 students. Thematic analysis revealed important strengths. Students perceived the orientation day as a pleasant and informative learning experience, appreciating the active engagement and peer collaboration. This study provides evidence‐based orientation practises, aiming to inspire other institutions that seek effective strategies to support first‐year students by improving their transition and orientation experiences.

Authors

Institutions

Publication Details

Journal
European Journal of Education
Published
2025-07-01
DOI
https://doi.org/10.1111/ejed.70165
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

A Game Plan to Support First‐Year Students in Higher Education: The Case Study of a Gamified Orientation Day

Lize Vanderstraeten, Mary Gregory, Evelien Opdecam, Min-Woong Ann et al.
European Journal of Education
Educational Games and Gamification
article

A Game Plan to Support First‐Year Students in Higher Education: The Case Study of a Gamified Orientation Day

Lize Vanderstraeten, Mary Gregory, Evelien Opdecam, Min-Woong Ann, B Fanny, De Mulder Viktor, François Delphine, Janssens Laure, Minnaert Elke
article en

Abstract

ABSTRACT Engaging first‐year students from the first moment of arrival is crucial to support their transition to higher education and facilitate their learning experiences and learning outcomes. Orientation activities offer first‐year students important transitional support during their first period at higher education. As students sometimes consider orientation activities as tedious, gamification might make participation more enjoyable while stimulating motivation and information processing. This case study presents a gamified orientation day based on educational theory. Building on eight design principles and their educational rationale, the design and operationalisation of the orientation day is explained. Qualitative survey data were collected from 1326 students. Thematic analysis revealed important strengths. Students perceived the orientation day as a pleasant and informative learning experience, appreciating the active engagement and peer collaboration. This study provides evidence‐based orientation practises, aiming to inspire other institutions that seek effective strategies to support first‐year students by improving their transition and orientation experiences.

European Journal of EducationVol. 60(3)
Ghent University (BE)
Universiteit Gent, Bijzonder Onderzoeksfonds UGent
Openalex Percentile: Top 84%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.