Syracuse U Uses Gamification To Encourage Student Development
The Whitman School of Management at
Syracuse University has launched a new program
this fall, called the
Goodman Impress program, that lets students earn points for taking part in
career-building extracurricular activities.
Students are sorted into four "houses" or teams, named Adams, Harrison,
Marshall and Waverly, and each house has a designated faculty member who serves
as a house master. When students attend a leadership workshop or earn an
industry certification, for example, they earn points for themselves and their
team. The house with the most points at the end of the year wins the Goodman
Cup.
The program is modeled after the Harry Potter series, which featured four
student houses competing for a cup based on the achievements of the individual
members. The Impress program adopts the Harry Potter model to encourage students
to develop personal and professional skills beyond academics, and students must
earn a minimum number of individual points to graduate.
"Focusing particularly on soft skills and extracurricular experiences, our
goal was to develop a program that would ensure our undergraduates leave Whitman
with a sustainable competitive advantage throughout their lives and careers,"
said Amanda Nicholson, associate dean and professor of practice at Whitman
School, in a prepared statement.
Students can earn points for activities centered around five learning
objectives:
- Personal and professional leadership development;
- Major and industry exploration;
- Certifications;
- Global context; and
- Community engagement.
Students can track their points on a smartphone app and receive text messages
about opportunities to earn points. They can also interact with their house
mates through a Facebook group.
About the Author
Leila Meyer is a technology writer based in British Columbia. She can be reached at [email protected].