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.
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This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
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School of Interactive Games and Media (GCCIS)
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.
RIT – Main Campus
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