Barr, Matthew. Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher Education.

Barr, Matthew. "Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher Education." Computers in Human Behavior, Vol. 80, 2018, pp. 283-294, https://www.sciencedirect.com/science/article/pii/S0747563217306684, doi:10.1016/j.chb.2017.11.030

The purpose of this study “was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived.” (p. 283).  Researchers found a “broadly positive perception of the games' efficacy for skills development” (p. 283). Of the undergraduates that participated in the study, the in-game elements that participated felt contributed the most to skill development. “include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges.” (p. 283). This study suggests, based on the factors that undergraduates think are the most important to developing useful skills (like communication, resourcefulness, and adaptability), that “while games played an important role in skills development, interaction between students, facilitated by game play,
was also a significant factor.” (p. 283).

Undergraduate students were randomly selected. Video games played in this study are as follows: Portal 2 (Valve Corporation, 2011), Team Fortress 2 (Valve Corporation, 2007), Gone Home (The Fullbright Company, 2013), Minecraft (Mojang, 2009), Papers, Please (Lucas Pope, 2013), Borderlands 2 (Gearbox Software, 2012), Lara Croft and the Guardian of Light (Crystal Dynamics, 2010), and Warcraft III (Blizzard Entertainment, 2002). Games like World of Warcraft (Blizzard, 2004) that were Massively Multiplayer Online Role Playing Games (MMORPGs) were not because of the “technical challenges involved”(p.283) which included a require internet connection that that couldn’t be sustained on a university internet connection, and a “steep learning curve...with just 2 hours of play per game, novice players would barely scratch the surface of World of Warcraft, and not experience the collaborative team-based questing that might exercise their communication skills.”(p. 283).  The “student attitudes to the use of specified games to develop communication skill[s], resourcefulness and adaptability are examined”(p.283) in this study.

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