Student attitudes to games-based skills development: Learning from video games in higher education

Abstract Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor.

[1]  Archie W. N. Roy,et al.  Where am I now and where do I want to be? Developing awareness of graduate attributes in pre-honours students. , 2016 .

[2]  K. Topping The effectiveness of peer tutoring in further and higher education: A typology and review of the literature , 1996 .

[3]  E. Pulakos,et al.  Adaptability in the workplace: development of a taxonomy of adaptive performance. , 2000, The Journal of applied psychology.

[4]  Ivana Stojanovi,et al.  ON COMMUNICATIVE INTENTION AND SAYING / IMPLICATING DISTINCTION UDC 81 ' 33 , 2012 .

[5]  Dong-Hee Shin,et al.  Associations Between Game Use and Cognitive Empathy: A Cross-Generational Study , 2013, Cyberpsychology Behav. Soc. Netw..

[6]  S. O’Leary Graduates’ experiences of, and attitudes towards, the inclusion of employability-related support in undergraduate degree programmes; trends and variations by subject discipline and gender , 2017 .

[7]  Betty Travis,et al.  Breaking with Tradition: Preparing Faculty to Teach in a Student-Centered or Problem-Solving Environment , 2009 .

[8]  Wendy Green,et al.  Facing up to the challenge: why is it so hard to develop graduate attributes? , 2009 .

[9]  Simon Barrie,et al.  Influences on the assessment of graduate attributes in higher education , 2010 .

[10]  M. McHugh Interrater reliability: the kappa statistic , 2012, Biochemia medica.

[11]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[12]  A. Bandura Social learning theory , 1977 .

[13]  Rose A. Mueller-Hanson,et al.  Developing Adaptive Proficiency in Special Forces Officers , 2005 .

[14]  Alexander Maedche,et al.  How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game , 2017, Comput. Hum. Behav..

[15]  Chien-Yu Lai,et al.  Development and Testing of the Resourcefulness Scale for Older Adults , 2006, Journal of Nursing Measurement.

[16]  Mary Dankbaar MSc Serious games and blended learning , 2015 .

[17]  Dana Ruggiero,et al.  The effect of a persuasive social impact game on affective learning and attitude , 2015, Comput. Hum. Behav..

[18]  Ching-I Teng,et al.  Team participation and online gamer loyalty , 2014, Electron. Commer. Res. Appl..

[19]  S. Barrie Understanding What We Mean by the Generic Attributes of Graduates , 2006 .

[20]  Michael Thornton Wyman,et al.  2 – World of Warcraft , 2011 .

[21]  Melissa H. Dancy,et al.  Barriers to the use of research-based instructional strategies: The influence of both individual and situational characteristics , 2007 .

[22]  J. Bruner The Process of Education , 1960 .

[23]  C. Brodsky The Discovery of Grounded Theory: Strategies for Qualitative Research , 1968 .

[24]  Paul J. C. Adachi,et al.  More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades , 2013, Journal of Youth and Adolescence.

[25]  Steve W. J. Kozlowski,et al.  Building adaptive expertise: Implications for training design strategies. , 1997 .

[26]  Mary Dankbaar,et al.  Serious games and blended learning; effects on performance and motivation in medical education , 2016, Perspectives on Medical Education.

[27]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[28]  Michael Scharkow,et al.  Beyond the "core-gamer": Genre preferences and gratifications in computer games , 2015, Comput. Hum. Behav..

[29]  R. Engels,et al.  The benefits of playing video games. , 2014, The American psychologist.

[30]  R. Felder,et al.  Navigating the Bumpy Road to Student-Centered Instruction , 1996 .

[31]  Valerie J. Shute,et al.  The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills , 2015, Comput. Educ..

[32]  Ching-I Teng,et al.  Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty , 2012, J. Comput. Mediat. Commun..

[33]  G. Gbadamosi,et al.  Employability and students’ part‐time work in the UK: does self‐efficacy and career aspiration matter? , 2015 .

[34]  Gen-Yih Liao,et al.  When Does Frustration Not Reduce Continuance Intention of Online Gamers? the Expectancy Disconfirmation Perspective , 2016 .

[35]  S. Barrie A research‐based approach to generic graduate attributes policy , 2004 .

[36]  J. R. Landis,et al.  The measurement of observer agreement for categorical data. , 1977, Biometrics.

[37]  H. Grice Utterer's meaning and intentions , 1969 .

[38]  Matthew Barr,et al.  Video games can develop graduate skills in higher education students: A randomised trial , 2017, Comput. Educ..

[39]  Evdokia Karavas-Doukas,et al.  Using Attitude Scales to Investigate Teachers' Attitudes to the Communicative Approach. , 1996 .

[40]  Mark D. Griffiths,et al.  Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study , 2011, Int. J. Cyber Behav. Psychol. Learn..

[41]  Leo Van Lier,et al.  The ecology of language learning: Practice to theory, theory to practice , 2010 .

[42]  Martin Valcke,et al.  Players’ perspectives on the positive impact of video games: A qualitative content analysis of online forum discussions , 2016, New Media Soc..

[43]  N. Carpenter,et al.  WarCraft III: reign of chaos , 2003, SVR '03.

[44]  Austin Lee Nichols,et al.  The Good-Subject Effect: Investigating Participant Demand Characteristics , 2008, The Journal of general psychology.

[45]  K. Tanner,et al.  “What if students revolt?”—Considering Student Resistance: Origins, Options, and Opportunities for Investigation , 2013, CBE life sciences education.

[46]  Rjg Raymond Opdenakker Advantages and disadvantages of four interview techniques in qualitative research , 2006 .

[47]  G. Gaskell,et al.  Classical Content Analysis: a Review , 2000 .

[48]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[49]  S. Sofaer Qualitative methods: what are they and why use them? , 1999, Health services research.

[50]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[51]  Manuel Koschuch,et al.  Papers, Please…: X.509 certificate revocation in practice , 2014, 2014 5th International Conference on Data Communication Networking (DCNET).

[52]  Robert E. Ployhart,et al.  Individual Adaptability (I-ADAPT) Theory: Conceptualizing the Antecedents, Consequences, and Measurement of Individual Differences in Adaptability , 2006 .