How can we enrich student induction experiences? Content matters

Purpose Student induction serves as the first step of learning journey, as a good start helps greatly. The concept of gamification-empowered induction is proposed to improve student experiences, but its true function is still unclear, leaving a glaring knowledge gap. We design empirical research along with the treasure-hunt game, aiming to understand the applicability and efficacy of gamification-empowered induction. Design/methodology/approach Drawing on the student-centred learning theory, the current research designs two conditions to examine the outcome of gamification-empowered induction. A new scale is also validated to measure student induction experiences, which comprises three unique dimensions. These are: academic and learning environment; career and curriculum activities; and assessment and learning support. Findings Findings have advanced knowledge in several ways. Firstly, in terms of the induction experiences, gamification-empowered induction equates the conventional induction. Secondly, the perception of induction experiences is influenced by gender, as female students prefer gamification-empowered induction. Thirdly, four factors are found to facilitate positive experiences. When students perceive the induction as an interesting event that meets their needs, providing a sense of community and connection, along with an engaging delivery, students are inclined to gain positive experiences. Finally, unlike prior studies that praise the merits of gamification, the current research reveals that game-play does not necessarily enrich student induction experiences. Practical implications New discoveries have advanced knowledge by clarifying the outcomes of different induction approaches, not only bringing new insights to the student induction literatures but also highlighting inhibitors that mask true feedback from students. Induction practitioners, such as lecturers and teachers, should focus on the content of induction activities, rather than game-play activities. Originality/value Prior studies argue that gamification helps improve students' induction experiences, but the current research states otherwise. The current research is also the first of its kind, explicitly scrutinizing the applicability and efficacy of gamification-empowered induction, accommodating the characteristics and preferences of contemporary students.

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Publication Details

Journal
Journal of Applied Research in Higher Education
Published
2026-05-27
DOI
https://doi.org/10.1108/jarhe-12-2025-1095
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

How can we enrich student induction experiences? Content matters

Kirk Chang, Stephanie Sandland, Alina Vaduva
Journal of Applied Research in Higher Education
Educational Games and Gamification
article

How can we enrich student induction experiences? Content matters

Kirk Chang, Stephanie Sandland, Alina Vaduva
article en

Abstract

Purpose Student induction serves as the first step of learning journey, as a good start helps greatly. The concept of gamification-empowered induction is proposed to improve student experiences, but its true function is still unclear, leaving a glaring knowledge gap. We design empirical research along with the treasure-hunt game, aiming to understand the applicability and efficacy of gamification-empowered induction. Design/methodology/approach Drawing on the student-centred learning theory, the current research designs two conditions to examine the outcome of gamification-empowered induction. A new scale is also validated to measure student induction experiences, which comprises three unique dimensions. These are: academic and learning environment; career and curriculum activities; and assessment and learning support. Findings Findings have advanced knowledge in several ways. Firstly, in terms of the induction experiences, gamification-empowered induction equates the conventional induction. Secondly, the perception of induction experiences is influenced by gender, as female students prefer gamification-empowered induction. Thirdly, four factors are found to facilitate positive experiences. When students perceive the induction as an interesting event that meets their needs, providing a sense of community and connection, along with an engaging delivery, students are inclined to gain positive experiences. Finally, unlike prior studies that praise the merits of gamification, the current research reveals that game-play does not necessarily enrich student induction experiences. Practical implications New discoveries have advanced knowledge by clarifying the outcomes of different induction approaches, not only bringing new insights to the student induction literatures but also highlighting inhibitors that mask true feedback from students. Induction practitioners, such as lecturers and teachers, should focus on the content of induction activities, rather than game-play activities. Originality/value Prior studies argue that gamification helps improve students' induction experiences, but the current research states otherwise. The current research is also the first of its kind, explicitly scrutinizing the applicability and efficacy of gamification-empowered induction, accommodating the characteristics and preferences of contemporary students.

Journal of Applied Research in Higher Education
University of East London (GB)
University of East London
Gender equality
Openalex Percentile: Top 3%
Educational Games and Gamification
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