DIGITAL LIBRARY
SYNAP: A GAMIFIED APPROACH TO PREPARING STUDENT FOR THE SOLICITORS QUALIFICATION EXAMINATION
University of Law (UNITED KINGDOM)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Pages: 7718-7726
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.2109
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
Historically, the UK Solicitor’s professional qualification presented six possible routes to qualifying regulated by the Solicitors Regulatory Authority (SRA, 2016). The most direct way to qualification required individuals to complete a Qualifying Law Degree or Graduate Diploma in law; a one-year vocational Legal Practice Course (LPC) and a two-year training contract.

This approach led to inconsistent and incomparable standards of competence across the profession; a decline in public confidence and the profession's reputation; and barriers to accessibility and equality.

The SRA (2017) propose a regime to allow applicants with a degree level qualification in any discipline or equivalent, to undertake a new SQE assessment in three parts.

Those include:
1. SQE1 will test legal knowledge predominantly via computer-based Multiple-Choice Questions (MCQ) assessing the skill of legal research and legal writing;
2. SQE2, which follows successful completion of the SQE1, will assess practical legal skills via computer-based and practical assessments; and
3. Two years of Qualifying Work Experience in a legal firm.

Higher Education providers are exploring how best to engage students in practising high volume, MCQs. In the literature, there have been numerous claims that gamification has a direct correlation to learner motivation within any assessment type.

In this research study, a mixed-methods approach measured the effects of gamification in a purposeful designed SQE digital preparatory teaching tool, referred to as ’Synap’, The study is set in the context of a ‘Professional Conduct and Regulation’ module, on a Legal Practice Course at the University of Law.

The methodology included interviews, a questionnaire, and system recorded data. Thematic analysis and descriptive statistics assisted in identifying the links between the students’ learning and readiness for SQE. Various combinations of gamification attributes generated positive effects on intrinsic motivation and self-efficacy within the learning process.

This new ‘Synap’ approach has the potential to overcome some of the concerns in the use of MCQ assessments in Solicitor Qualification, thus building student confidence in sitting the SQE across the UK.
Keywords:
Gamification, Solicitors Qualifying Exam, SQE, Motivation, Self Determination Theory.