Enhancing student wellbeing and student belonging in university through a gamification approach to rewarding and recognising extracurricular activities
Year: 2020
Type: book-chapter
Abstract: Increasingly public health issues around poor mental wellbeing of university students is gaining international attention (Johnson & Crenna-Jennings, 2018; Baik et al., 2019), further highlighting the need for early interventions to reduce/prevent the development of mental illness in university students (Stallman, 2010, Laracombe et al. 2016, Anon, 2018; Heugh et al., 2019a). The case study example discussed here is a work in progress. Its focus is a post-92 urban institution where the student body is culturally diverse with 69% falling into the Office for Students (OfS) defined Black, Asian and Minority Ethnic (BAME) category and two-thirds of students are from lower socioeconomic backgrounds, falling into the bottom two centiles of the Indices of Multiple Deprivation (IMD) (QS, 2018). The case study chimes with those that underline the importance of developing student belonging and the need for managing challenges to wellbeing presented by a crisis such as Covid-19.
Authors: Jan Bamford, Sheelagh Heugh
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W3034804065
