Gamification, Higher Education, and You, Oh My!: Using Minecraft to Engage College Students

Thursday, August 1

Session 2 – 12:45 -1:45 pm

Location: McCartney Hall 202

Students have grown up playing video games. Besides being fun, they provide a broad range of workplace transferable skills. The problem is students don’t recognize their transferable skills and employers don’t know how recruit them. This session explores gamification in the classroom and the results from a video game survey providing clues for recruiting skilled video gamers who can help organizations adapt and thrive in the ever-changing global workplace.

Presented by
Susan Keim, Park University, susan.keim@park.edu
Zac Jarrard, Park University, jjarrard@park.edu

Presenter Bio(s)
Susan Keim, Ph.D. – Community defines Susan’s interests and life’s work. Susan is an Assistant Professor in the Hauptmann School of Public Affairs at Park University. Her areas of expertise are citizen engagement, community development, leadership and followership, local government, public policy, and urban policy. In addition, she facilitates community strategic planning, community leadership, community development and team building for governments, businesses and nonprofits throughout the country. Susan is most proud of her past leadership accomplishments as chair of the All-America City Steering Committee which won the coveted All-American City Award for Kansas City, Kansas/Wyandotte County and founding chair of the Community Foundation of Wyandotte County. These and her community development and community leadership volunteer activities keep Susan active and engage in the community. She is a Kansas Jayhawk through and through, receiving her BA, MPA, and PhD from the University of Kansas.

Zac Jarrard is a Project Manager in Information Technology Services and a Professional Tutor for the Academic Support Center. He is pursuing a Master of Information Systems in Business Analytics, while also holding an MPA and MBA from Park University. A few of his duties include delivering operational and strategic projects and also assisting students who are struggling with their classes. His research interests include adaptive leadership, gamification, innovation, and project management. He is also an Eagle Scout who aspires to make the world a better place for everyone.

Session Type: Future Trends | Learner Engagement | Presentation (50 min.)

Keywords: Classroom practices, Emerging technologies, Gamification, Instructional design, Retention

Intended Audiences: Role: Teacher/faculty, Role: Tech support, Role: Librarian, Role: Administrator | Higher Education, Private Sector / Commerce, Public Sector / Government | Novice, Intermediate, Advanced

Targeted Learning: Gamification is a trend with cross-sector application. Organizations can use it to change behavior, teach employees new skills, or drive innovation. Gamification provides transferable skills including communication, leadership, and organizational strategy. Learning these skills inside a game can help equip Millennials and Gen Zs with the skills needed to thrive in the modern work place. Employers and educators benefit by applying gaming transferable skills to school and work.