Title
SNAG: using social networking games to increase student retention in computer science
Abstract
One of the primary goals of attending academic conferences is professional networking, yet even though this interaction can increase one's feeling of community within a field, conference attendees are not interacting as much as they could be. Similarly, it's known that students who do not feel as if they are part of a larger academic community are less likely to participate in extracurricular activities and organizations, lowering retention rates. To combat both of these problems, we present SNAG (Social Networking and Games). SNAG is a suite of mobile and Internet games which aim to facilitate social networking between members of a group, and can be used in either a conference setting or within a university. This paper focuses on one specific game, Snag'em, and discusses our evaluation for our SNAG games.
Year
DOI
Venue
2010
10.1145/1822090.1822131
ITiCSE
Keywords
Field
DocType
social networking game,academic conference,professional network,primary goal,larger academic community,computer science,student retention,conference attendees,social networking,snag game,internet game,extracurricular activity,conference setting,social network,games
Snag,Social network,Suite,Computer science,Multimedia,Academic community,Feeling,The Internet
Conference
Citations 
PageRank 
References 
7
0.82
7
Authors
6
Name
Order
Citations
PageRank
Samantha L. Finkelstein11228.90
Eve Powell2807.89
Andrew Hicks37210.03
Katelyn Doran4395.13
Sandhya Rani Charugulla570.82
Tiffany Barnes631741.33