Categories
Student Affairs Technology

Collegiate Esports: The Biggest World You’ve Never Heard Of

Presenters

  • Eugene Frier, Texas Wesleyan University
  • Kathy Chiang, Arena Coordinator, University of California, Irvine

“Esports have grown WAY beyond “kids playing video games in the basement while drinking Mountain Dew and eating Cheetos.” The events are geeing bigger and bigger; the industry is becoming more professional; and audience and revenue growth are big and growing fast. Brand are involved in a big way: sports teams, broadcast media, mainstream brands, and Esports teams all field competitive Esports teams. What’s still “kind of weird” to some of us is normal for our students.

Timeline: student organizations > independent leagues > developer leagues > varsity programs

Origins – Community

  • Student clubs: independent, grassroots; unofficial support from developers
  • Collegiate Starleague (CSL): founded in 2009; modeled after South Korea’s StarCraft ProLeague

Origins – Developers

  • TESPA: founded in 2012, acquired by Blizzard in 2013, heroes of the dorm 2015
  • College League of Legends: NACC in 2015, uLOL in 2016, College League of Legends in 2017.

Origins – Colleges & Universities

  • Creation of varsity programs: started in 2014; Three active in 2015, six active in 2016, 27 active in 2017

Current Day Colegiate Esports

It’s a Multi-Layered Ecosystem

  • Student orgs: focused on member development; some of the biggest and most well-funded orgs on campus
  • Varsity programs: 100+ programs in 2018, often built like athletic teams. Scholarships range from a couple thousand per year to full-ride.
  • Twitch student: huge advocate for student voices; pathways to create and monetize streams.
  • Collegiate leagues: 3rd party and developer/publisher leagues; advocates for students, varsity programs; competitive league + support infrastructure.
  • Scholarships and prize winnings.

Student-led vs. Varsity

UCI case study: 2011-2019: LoL pushed the boundaries of what we could do at a university. Top two accomplishments: world-viewing party in 2013 (a highly social event – over 800 attendees at our first event, then 1,800 at our next one!); we expanded into an umbrella organization that ended up being the largest group on campus. We currently give scholarships for League of Legends and Overwatch.

Texas Wesleyan University case study 2017-2019: what can we do to stay relevant and competitive and engage with students? I spoke with over a dozen universities and companies to figure out what we could do. After speaking with Athletics, we realized it would fit better into Student Affairs programming. We based it on the three pillars of Competition, Creation, Community. What made it land with senior administration was how this program connects with “the murky middle,” or students who don’t fit into traditional modes of student engagement. This program can be the “hook” for students who aren’t connecting in other areas. Most of our students do a lot more than gaming!

Benefits to Current Generation

  • Old expectations: local, segmented (age, gender, region), static, trusting in authority.
  • New expectations: global, segmented by ability, dynamic, democratic.

More Opportunities

  • Involvement beyond competition: production, content creation, shoutcasting, management, digital marketing, event planning
  • Soft skill development
  • Meaningful involvement for students who don’t always see their interests represented on campus

Conclusion

  • College esports are here
  • Meet expectations of a digital age
  • Opportunity to engage with students
  • Growth

Categories
Student Affairs Technology

Applying the Technology Competency on Your Campus

Presenters

Resources

  • There’s a Google Drive link coming that contains all the information
  • #ApplyTechComp

Pretty good turnout for this session, considering it’s at 8:30 and down in the convention center’s basement 🙂 Got an opportunity to finally meet Lisa Endersby in person and catch up with some #SATech friends. Let’s see what Jeremiah has in store for us…

Lisa introduced Jeremiah and made a few shameless plugs for other sessions at the conference.

 

Agenda

  • Competency Background
  • Michigan Tech Background
  • Our Process
  • You and Your Campus

Competency Background

  • Provides a game plan and establishes what we should be doing
  • Tech was incorporated into many different areas in bits and pieces, and talk about a standalone technology competency began in earnest in 2010
  • Special thanks to: Matthew Brinton, Joe Sabado, Josie Ahlquist, Lisa Endersby
  • Established rubric in October 2016! This is a tool that will help members of the student affairs profession to utilize and engage with the competency areas on their campuses.

Michigan Tech Background

  • 7,000 students, founded 1885
  • Our Student Affairs division contains advancement, which is a bit unique.
  • January 2012: a charge from Dr. Les Cook to form a committee to address the 2035 vision of “High Tech, High Touch.” Central idea behind the group to consider how we embrace and push the technology agenda.
  • Technology Advance Committee: multi-member group from all areas of SA and Advancement; research & present seminars/trends and work with professional development committee and leadership team to provide recommendations.
  • Challenge: small surveys work great, redundancy of seminars, needed a plan

Our Process

  • Large doc; how to apply, how to inform, how to standardize?
  • Break down the competency
  • Assess the areas: technical hardware/software; professional dev (networking); technology like SoMe and collaboration tools.
  • We let our IT division know we were planning to do this assessment. Bring them into the conversation!
  • Use your professional networks!
  • Every department has its own SoMe accounts; we needed to figure out what was going on and who was in charge of things. Transition was a concern .
  • How to evaluate? Create a baseline evaluation and rubric survey for all staff members. NASPA HAS DONE THIS FOR YOU!
  • Our survey: questions a user can self-rate; comfort levels; open questions; 50 questions in total including department identification.
  • Our VP helped to hype the survey, including how we planned to use the information to inform increased resources/training.
  • CampusLabs is the backbone of our survey.
  • 39.75% response rate; largely mid-ranged responses; additional areas of professional development needed
  • Wanted to figure out where our people were uncomfortable. It turned out that a lot of our people didn’t know where to turn for help.
  • You can use our assessment for your own campuses, and we encourage you to use it!
  • Next Steps: present findings to SA and Advancement directors; meet with professional dev committee for recommendations; assist in professional development; reassess one year from initial survey.
  • We’re right in the middle of this process…we hope to see improvement next year!

You & Your Campus

  • This is very accessible, and the model we think is useful for any size campus
  • Join TKC
  • Self-assessment:Figuring out what you’re comfortable with is important
  • Training resources: YouTube, knowledge base, ticket database
  • Reach out and ask! People out there have had the exact same problem as you in the past.
  • What to do at the campus level?  Join the TKC; create a committee (does not have to meet on a regular basis), talk to others; use the rubric/create an assessment; training resources; reach out and ask.
  • To get people to complete your assessment, tell them what you’re doing and what they’re going to get out of it.
  • The main thing is to TRY SOMETHING! Now is the time to jump on this!

Questions

  • How were the survey results shared with your IT division? How were they received, and did it result in changes in service/collaboration between divisions? Our IT department gets 250 tickets a day, they’ve been able to use our assessment to help streamline some processes and develop some training materials to help improve services.
  • Did you have others in your division who were interested in participating in the competency area? Yes, but we were able to use this assessment and model as a starting point.
Categories
Technology

Student Mobile Takeover: Announcing the Winners of the Great Mobile Appathon

Presenters

  • Mark Albert, Director, University Web & Identity Services, The George Washington University
  • Andrew Yu, Founder and CTO, Modo Labs, Inc.
  • Matthew Willmore, mobileND Program Manager, University of Notre Dame

Goal was to get the tools for managing web apps into the hands of non-technical people at universities, so that they could make amazing apps themselves.

Schools participating in this event iteration included:

  • George Washington
  • Harvard
  • Florida State University
  • Notre Dame
  • Arizona State University

FSU

  • 14 teams, 56 students competing in total
  • Students and university benefited from this competition
  • We like the fact that through this competition, we can see exactly what student want
  • Students enjoyed the experience
  • “NutitioNOLE” was the winner at FSU
  • Eat, move learn

George Washington

  • Great way to raise awareness of the platform
  • Better understand how students wish to use their mobile devices
  • Better understand the gap between the app and student needs
  • To get the word out, we did posters, postcards, email blast, reminders to students in class
  • 80+ students; 12 teams competed
  • Outstanding ideas from our students
  • Modo’s support was great
  • 2nd place: parking app
  • 1st place: Gworld – campus ID card: dining/retail, printing, load $$, places to study

ASU

  • Fun and competitive environment to find out what our students want
  • Marketed via web site, My ASU banner ads, email
  • 10 teams, great wide-ranging ideas
  • Of our judges, each had a different winner
  • 2nd place: travel on campus
  • 1st place: ASUFit – targets fitness culture and social engagement

Harvard

  • Driven by student interest; strong culture of hackathons; event that allowed non-programmers to participate
  • Marketed via Student IT interest groups, student houses, SoMe, school CIOs
  • Intense, collaborative, inspiring
  • 2nd place: dining app that includes nutritional information so students can choose the correct
  • 1st place: bliss, a resource for maintaining mental health

Notre Dame

  • Always seeking opportunities to engage students in real-world development and design
  • Equal interest in students with and without technical chops
  • First opportunity for us to see how well students could use Publisher
  • Proved to us that we can use students more to manage our mobile app material
  • Marketed via: campus flyers, table tents, email, banner and home screen icon, co-promotion with other like events
  • 7 teams
  • 2nd place: Rate My Plate – allows students to provide feedback about dining services.
  • 1st place: Mary’s View – highly visual way to find events of interest around campus; incorporates maps so students can find events near their location.

Judges & Judging Criteria

  • Chris Barrows, NYU
  • Jenny Gluck, Syracuse
  • Julia Zaga, Uber
  • Santhana Naidu, Indiana State
  • Sarah Hoch, GE Power
  • Eric Kim, Modo Labs
  • Judging Criteria: address challenge of improving campus life; creativity and innovation; design/user experience; completeness

Harvard’s “Bliss” App is the winner!

 

Categories
Technology

Developing a Mobile App to Track Student Engagement in High-Impact Practices

Presenters

  • Amir Dabirian, VP for IT-CIO, CSU Fullerton
  • Matthew Badal, Administrative Analyst, CSU Fullerton
  • Su Swarat, Director of Assessment and Educational Effectiveness, CSU Fullerton

What are HIPs?

  • Occur when students are actively engaged in the learning process
  • Students involved in HIPs report greater gains in learning in personal dev
  • Underrepresented students affected positively the most

Common HIPs

  • First year seminars
  • Common intellectual experiences
  • Learning communities
  • Writing intensive courses
  • Internships
  • Etc.

CSUF Strategic Plan

Presidential goal is to increase student persistence, increase grad rates, and narrow the achievement gap for underrepresented students.

  • Get 75% of all students involved in at least TWO HIPs.
  • Broaden access to HIPs
  • Curricular (course based) and co-curricular (activity) based programs

CSUF Definition

  • Transformational
  • Significant student engagement
  • Experiential learning
  • Etc. (the list is long)

Institutionalize HIPs through a Data-Driven Approach

  • We don’t want to call something HIP unless it actually IS a HIP
  • We triangulate each course/program through a set of criteria to ensure HIP quality
  • Over 4,000 students now in designated HIPs

HIPs Technology Tracking

  • Technology, Tools, Data Collection
  • LMS has HIPs Templates
  • Peoplesoft Tracking & Designation (transcript)

We started it all through a survey, and as a result of this, we decided to accomplish this via a mobile app, but .

We harness the power of our existing app…why? Because it has a killer app built in that students go back to again and again – PARKING.

Data Collection Technology Tools Attendance

  • iBeacon deployed in all classrooms
  • All our HIPs use this feature to ensure participation

How Does the App Work?

  • Shake phone to register attendance
  • For each course, we provide HIP activity items for students to record their participation in each.
  • Real-time integration to LMS; the LMS provides the ability for professors to drill-down and view student attendance and participation.
  • It’s still a work in progress. Faculty orientations are continuous, and we also help students learn how to use the app. App changes: addition of activity tracking for more customization; multiple hour tracking feature

Humans Make the App Work

Sample timeline in a semester:

  • Pre-semester: app improvement, faculty training
  • Weeks 1-2: in-class student training
  • Weeks 8-10: mid-semester check-in, ongoing tech support, initial data collection
  • Weeks 14-16: post survey administration, heavy data collection, final tech support

Data Analysis & Assessment

There were a lot of graphs in this portion of the session, so my notes are a bit thin here.

  • Most of the gains were attributable to our female students
  • Self reported learning gains were almost universal
  • The more feedback received, the more improvement seen
  • Data identified colleges where student involvement was higher or lower than expected; this has affected pedagogical practices
Categories
Technology

Product Management CG

Presenters

  • Chas Grundy, Manager, Product Services, University of Notre Dame
  • Deborah DeYulia, Director, Program Management, Duke University

Join the group: bit.ly/prodmgmtcg

What do you want from this group?

  • Learn how to create a culture that thinks in terms of products
  • Seeing a more developed product management group
  • Organizing around product management, interfaces to other parts of the organization

Product Manager vs. Project Manager

  • A product manager is the CEO of products. Goal is to deliver a product that customers love (intersection of UX, Tech, Business). Concerned with WHAT.
  • A project manager is responsible for achieving project objectives and is accountable for the outcome of the project. Concerned with HOW.
  • Common responsibilities
    • Align activities with strategic objectives
    • Work with cross-functional teams
    • Strong influential and collaborative skills
    • Guide critical decisions
    • Orchestrate key activities
    • Manage key deliverables
  • Product manager is more closely associated with strategic concerns.

Product Manager is a way to address ongoing sustainability of the products we use.

Product Management Boot Camp

  • Notre Dame’s Project Management office trains dozens of people how to be good project management. My goal was do the same for Product Managers for their own service offerings.
  • We outline what Product Management is through a half-day training; it’s about products and services.
    • What is Product Management?
    • Examples & scenarios
    • Services versus products
    • Framework: strategy (benchmarking, roadmap, customer research), Roadmap, Customer Research
    • Concept
    • Deploy: support, training
    • Manage: Communications, Metrics, Vendor Mgmt, Billing
    • Retire: when and how to retire a product
    • The Product Management Game
    • First 90 days
    • Community of Practice and Additional Resources

The First 90 Days Managing a Product

http://bity.ly/productcg90days

  • What do you want to accomplish?
  • ID expectations and goals
  • Familiarize yourself with the product
  • Join existing projects
  • Begin the vendor relationship
  • Benchmarking
  • Users & community
  • Support
  • Develop listening posts
  • Build lists of ideas to explore
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