josh domitrovich, mba clarion university · 2017. 11. 2. · overview. 2015 •tasked with...

Post on 15-Sep-2020

2 Views

Category:

Documents

0 Downloads

Preview:

Click to see full reader

TRANSCRIPT

Josh Domitrovich, MBA

Clarion University

Clarion University

• 5300 students

• 60/40 female to male ratio

• Rural, west-central PA

• 5 professionals, 7 students

• Liaison roles implemented in 2016

Overview

2015

• Tasked with “creating and implementing a high-impact mentoring program”

• 2 year pilot program

• No budget, no concept

Research & Findings

…create an innovative, yet robust, program

• Contacted 10 colleges and universities with a formal mentoring program

– i.e. Xavier, Rutgers, Wake Forest, Kansas

• None were formally preparing their students to be mentored

Development

• Learning objectives

• Marketing materials

• Website

• Handbooks

• Commitment forms

• Matching software

– Algorithm

– Make or buy?

Implementation & Cultivation

• Edutainment

– Board of Trustees, Administration, faculty and staff buy-in• Classroom outreach/presentations

• Admissions visit days and Orientation

– CCPD events• Speed Sessions and Professional Development Day

– Alumni relations collaboration• Database & Phonathon access

• Mentor recruitment

Assessment

• Learning objectives

• Commitment forms

• Focus groups

• Feedback forms

– Mid-year

– End of year

• Graduation outcomes

Lessons Learned

• Selling the Package

– Prospective/Retention/Development/Alumni Relations

• Unicorns create (cultural) change

• Utilize your resources and get creative

• Flexibility/Adaptability

Results

• Program was operational in 4 months

• Nearly 150 successful matches in 2 years

• Opening to other programs and departments

• 100% of mentees who graduated in spring 2016 reported a positive career outcome

• EACE Mentoring Program

Year Class

Freshmen Required Class

Sophomore Required class

Junior Required Class

Senior Required Class

Grad Students

Mentoring and Internships

Career Portfolios & Professional Development Events

One-on-one consultations and customizable webinars

4 Year Career & Professional Development PlanTask(s)

Goal Setting; Career Exploration; Intro to Resumes

Professional Development

The. Struggle. Is. Real.

Attracting large numbers of students to job fairs, programs and using services is a universal struggle for career centers.

Can Gamification help?

• The use of game-play mechanics for non-game applications (Deterding et al, 2011), implying a social game and interaction with others (Fogg, 2002)

• Goal is make content more attractive and increase engagement of users

Does Gamification motivate?

• In order to change or trigger a certain behavior students need to be motivated and at the same time have the ability to solve the challenge (Fogg, 2002)

• Combine intrinsic motivation (competition) with extrinsic (levels/badges) in order to raise motivation and engagement (Viola, 2011)

Career Services: The Mundane?

• Mundane activities especially for a longer period of time are not appealing but by combining these activities with simple games we can create a more effective way to motivate people (Chrons and Sundekk, 2011)

• Clarion focus group: “Don’t be lame”

Students can choose how they learn

Credly: Issuing Technology

Results

• Nearly 400 badges issued

– 73% PDD; 10% SS; 10% In-person; 6% PDSO

• 2,100+ shares on LinkedIn and Twitter

• 60% of students stated, “a digital badge was a motivating factor” towards participation

• 100% of badge recipients who graduated in spring 2016 reported a positive career outcome

Questions

Josh Domitrovich

Clarion University

jdomitrovich@clarion.edu

Works Cited

Chrons, O. and Sundell, S. (Microtask) (2001) Digitalkoot: Making Old Archives Accessible Using Crowdsourcing, workshop at HCOMP 2011,, August 8, San Francisco, California

Deterding, S., Sicart, M., Nacke, L., O’Hara, K., and Dixon, D. (2011) Gamification. Using game-design elements in non-gaming contexts. In Proceedings of CHI Extended Abstracts, 2425-2428

Fogg, B.J. (2002) Persuasive technology: using computers to change what we think and do. Ubiquity 2002, December

Morar, G., Mutean, C., Tomai, N. (2010) An Adaptive M-learning Architecture for Building and Delivering Content based on Learning Objects, The Second Romanian Workshop on Mobile Business, 10-11 Septembrie 2010, publicat in Economy Informatics, Vol. 10, No 1/2010, pp. 63-73

Viola, F. (2011) Gamification I videogiochi nella vita quotidiana, published by Arduino Viola

top related