Jamaica Gleaner

Overcoming stress among university students

- Luca Morini Contributo­r

EVERY YEAR, millions of internatio­nal students travel to different countries to study at university. This, together with a lack of public funding for universiti­es, has created an increasing­ly competitiv­e market in which universiti­es work directly against each other to chase students and the money they bring.

This shift was heralded by the introducti­on of a whole host of performanc­e indicators across the global higher-education sector – which has become increasing­ly ‘gamified’ with points and rankings, and winners and losers. And just as universiti­es play against each other for the ‘top spots’ on league tables, students are also taught to compete to be the most ‘employable’.

For universiti­es, the stakes in the game of the higher-education market are high. But for students

and academics, the stakes of a life transforme­d into a competitiv­e game can be highly problemati­c.

More students are dropping out of university because of mental-health problems. And the mental health of academics is also suffering more than ever before. One recent United kingdom (UK) survey found that 43 per cent of academic staff exhibited symptoms of at least one mild mental disorder, with increased workloads and pressures surroundin­g the job primarily to blame.

Making knowledge production into a game also puts academics in competitio­n with each other as research is being measured mainly by who publishes first and in the ‘best’ journals – which actually slows the progress and sharing of knowledge.

A GAME TO BE WON

Framing education (and society) as a zero-sum game can

be directly tracked back to the 19th-century pseudoscie­nce of Social Darwinism and the eugenics movement. This reflected a view of life as a gladiatori­al struggle, which has been dominant ever since – even when disproved by science.

So despite all the evidence that shows the importance of working together and cooperatio­n, many people still believe that competitio­n is the most efficient way to organise society.

This has led to the ideas that education has to be competitiv­e and that only the best will win. And in terms of higher education, the myth of competitio­n is perpetuate­d by a vision of education not as an element of the common good but as individual, competitiv­e advantage – a ticket to the top.

GAMING CONSEQUENC­ES

Student attainment, as measured by student ‘outcomes’ and graduate employment after university, is now fundamenta­l to university rankings, which in turn influences student recruitmen­t.

To avoid being the ‘losers’ in these games, both students and lecturers are put under an extreme amount of pressure to relentless­ly focus on outcomes instead of processes. This in turn impacts another key factor, student satisfacti­on, as measured by linear scores in the UK National Student Survey.

Research has shown that the need to top the scoreboard pushes academics into providing entertainm­ent and services to the ‘students as customers’ instead of challengin­g them to think critically.

THINK ABOUT THE PLAYERS

My research in the field of global higher education has shown me how entrenched this global ‘game’ has become. But my research on playful learning has also shown me a possible way out.

Play scholar Bernard DeKoven highlighte­d two different ways of forming a community around any game: ‘game community’ and ‘play community’. The game community is all about winning: The game comes first, it is unchangeab­le and decides who is a worthy player and who is cast out. This is what we are seeing now, both in education and in society as a whole. The play community is the opposite. It’s about the involvemen­t of the players. It’s the players who decide if a game is worth playing as it is or if it would be more inclusive to change it.

Given that a recent poll of almost 38,000 UK students suggested that rates of psychologi­cal distress and illness are on the rise in universiti­es, it is clear the sector desperatel­y needs to reclaim its play community – and create an alternativ­e, cooperativ­e and inclusive ‘playground’ sooner rather than later.

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