Josh Domitrovich, MBA Clarion University · 2017. 11. 2. · Overview. 2015 •Tasked with...
Transcript of Josh Domitrovich, MBA Clarion University · 2017. 11. 2. · Overview. 2015 •Tasked with...
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
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