We invited contributors to share a promising practice or innovation they are testing in their work with students. In the post below, Tricia Seifert shares the process of creating a game to assist students in the transition to post-secondary education.
A friend’s advice: Do something that scares you. For some, launching into space is scary. For others, writing for a professional audience is scary. Writing scholarly and practitioner-oriented journal articles and blog posts from a decade’s research from the Supporting Student Success and Blueprints for Student Success projects didn’t scare me. I’m an academic; writing is what I’m trained to do.
Launching my research into a totally different orbit, now that is scary. Check it out here.
It began by creating a board game, Success Prints Crash Course, which incorporates findings from a decade of my research conducted across North America. Designed to help students transition to higher education, I found the process of developing the board game exciting, exhilarating even. My creative energies were on fire. Rather than writing about the findings from my college impact and student success research, I was re-presenting, re-fashioning the implications directly for the people the research was intended to help, students and those invested in their success.
I have found so much joy in developing Success Prints Crash Course for students, with students. Not long ago, the Magic Sail Games team (Branson Faustini, Waylon Roberts, and Austin Boutin) confronted higher education’s hidden curriculum themselves. They brought this student perspective to the game’s central challenge: managing time to maximize academic performance and social connections while managing stress, earning enough money to pay tuition, and rolling with life’s unforeseen events.
For the last 18 months, we’ve designed, played, iterated, and played some more. I’ve presented at 8 state, national, and international conferences; run 100+ play test sessions; and traveled 10,000 miles to share the game with students, parents, teachers, counselors, and higher education professionals.
None of this scared me.
What scared me was how to respond to the inevitable question at the end of a test play or conference session: how do I get a copy of the game?
I didn’t have an answer. I had been traveling with 2 prototype copies in the trunk of my car or on a plane. I didn’t know how to go from 2 games boards to 2000. I knew nothing about game manufacturing or how products are brought to market.
But I knew I had to push beyond my comfort zone if the game was to reach its potential and intended audience. I had heard high school students like the ones in rural Montana exclaim the game helped them realize they could ‘do college.’ I had played with first generation students, huddled around a game board during orientation, testing out their time management strategy. I had shared the game with higher education faculty and staff who emphatically stated how much they wished such a game existed when they were in school. It was from this group that I imagined how valuable the game could be for new faculty (or even better, tenured faculty) to understand the many demands today’s students balance.
How was I going to go from 2 game boards to 2000? There was a clear answer; I had to start a small business. I needed to source game manufacturers. I had to create a website to sell the game. I had to learn all the back-end business functions from shipping to search engine optimization.
This scared me. I am an academic after all.
I created Success Prints, LLC because it allows me to get my research into the hands of the people who can benefit from what I’ve learned in a form that will resonate with them, a game. Success Prints Crash Course is for students, parents, teachers, counselors, and higher education faculty and staff. Some call this ‘knowledge dissemination’ — I am disseminating in new and innovative ways what I’ve learned from talking to hundreds of students, staff, and faculty in both high schools and higher education institutions about students’ questions and concerns and the support needed to promote their success.
The website is now live and people can purchase copies of Success Prints Crash Course for their classrooms, residence hall lounges, or dining room tables. We are able to ship to Australia, Canada, South Africa, and the UK — — all countries where students are playing prototype versions. I invite you to check us out: https://successprints.shop/
It’s been a crazy road and it’s just the beginning. I feel better knowing as I get more comfortable, it will scare me less. In many ways, I feel like the first-year student who has pulled up outside of the residence hall and is unpacking to begin their post-secondary journey. They are scared and the idea of leaving home and starting in a new world feels uncomfortable. But if they can just hang in through the first two weeks, they will find the rhythm and flow. Their discomfort begins to shrink and their comfort zone grows.
Here’s to doing something that scares you and growing in the process. Here’s to harnessing the power of games to teach students in fun and engaging ways.
Dr. Tricia Seifert is Associate Professor of Adult & Higher Education and Head of the Department of Education at Montana State University. She is also a game designer and student success innovator. You can follow the trajectory of the Success Prints Crash Course game @TriciaSeifert and @_blueprints on Twitter; @blueprints4success on Instagram; and Blueprints for Student Success – Montana on Facebook.