Description
Abstract: In the fall of 2010, faculty in the School of Interactive Games & Media at the Rochester Institute of Technology began the initial planning for an achievement system meant to recognize and reward student engagement in non-curricular activities—specifically activities that successful graduates of the program regularly cited as significant factors in their undergraduate experience. This paper describes the design process used to create the initial version of the Just Press Play system, the results of the implementation during the 2011-12 academic year, and the significant redesign of the system that took place based on assessment of the first year of the system. We focus on the elements that didn’t work in our initial design, and how those failures informed our redesign process.
Date of creation, presentation, or exhibit
6-12-2013
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Document Type
Conference Paper
Department, Program, or Center
School of Interactive Games and Media (GCCIS)
Recommended Citation
Lawley, E. L., & Phelps, A. (2013). “You Know You’re Going to Fail, Right?”: Learning From Design Flaws in Just Press Play at RIT. GLS 9.0 Conference, Madison, WI.
Campus
RIT – Main Campus
Included in
Educational Technology Commons, Other Computer Sciences Commons, Scholarship of Teaching and Learning Commons