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Editorial for the inaugural issue of Open Scholarship of Teaching and Learning (oSoTL) journal.
In this case study, the use of an authentic task for revision of a Masters-level Information Tech... more In this case study, the use of an authentic task for revision of a Masters-level Information Technology course, Multimedia Systems, is described and evaluated. Authentic tasks are designed to mirror problems as they are encountered in the real world, with often ill-defined or even conflicting requirements, and limited time and resources available to develop a solution. While authentic tasks are increasingly used in higher education for the purposes of assessment, the small-scale study (n = 8) described here highlights the applicability of such an approach to revision. During a two-hour revision session, an authentic scenario was presented to students wherein they were to assume the role of a software development company bidding for work on the development of a multimedia application. The presented scenario was deliberately vague from a technical perspective. Students were divided into two smaller groups to introduce a competitive element and to better facilitate group discussion. St...
The higher education sector is increasingly expected to produce graduates that are adequately pre... more The higher education sector is increasingly expected to produce graduates that are adequately prepared for the workplace, equipped with a range of skills and competencies that many universities refer to as graduate attributes. These attributes typically include strong communication skills, the ability to think critically, and the capacity to adapt to ever-changing circumstances. However, embedding the development of such attributes into the curriculum is not always straightforward. The work described here outlines how video games – which exercise many of the skills that employers seek – may be used to develop students’ graduate attributes. As part of a randomised study, a range of measures were used to determine if playing selected video games at university could improve students’ adaptability, resourcefulness, and communication skill. By the end of the study, students asked to play the selected games over the course of a semester showed statistically significant gains in graduate a...
Employers are increasingly concerned that university graduates possess the transferable skills – ... more Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence...
One of the main challenges faced by providers of interactive information access systems is to eng... more One of the main challenges faced by providers of interactive information access systems is to engage users in the use their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such 'gamified' systems.
The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted ... more The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted term. From the outdated stereotype of white, heterosexual, teenage boys playing Nintendo in their parents’ basement to the equally contested proclamation that “‘gamers’ are over”, the current game culture climate is such that movements as divisive and controversial as #gamergate can flourish.For this latest special issue of Press Start, we invited submissions regarding the recent controversies surrounding the notion of player identities, with the aim of receiving papers from different viewpoints on gamer identity and culture.
Graduate Skills and Game-Based Learning
This book has largely focused on a particular application of game-based learning in higher educat... more This book has largely focused on a particular application of game-based learning in higher education, concerning the use of commercial video games to develop graduate skills or attributes. However, games are used in numerous ways across higher education. This chapter draws on interviews with educators to provide examples of the novel ways in which games and gamification are being used to teach or otherwise develop university students. Educators’ experiences were almost uniformly positive, although concern was raised about excluding a small proportion of the class, for whom games are unappealing. In most cases, game-based learning activities were tied to subject material, but educators understood that video games may also exercise a range of valuable skills and competencies. Interviewees here referred to ancillary outcomes including the development of their students’ communication and collaboration skills, critical thinking ability, and capacity to empathise and reflect. Of course, the transmission of disciplinary knowledge and understanding is not divorced from the development of such abilities and being able to think critically and reflect upon the learning experience is often crucial to a student’s mastery of their subject. Video games, however, seem particularly well suited to nurturing such skills in our students.
In this chapter, the key messages from the preceding chapters are summarised, the limitations of ... more In this chapter, the key messages from the preceding chapters are summarised, the limitations of the work considered, and recommendations for future work made. The study presented here has shown that playing selected video games could develop certain graduate attributes: the skills and competencies that students are said to attain at university. Interviews with students, educators, and game developers have demonstrated links between games and established theories of learning, echoing ideas espoused by James Paul Gee. Here, these theories have been applied to the development of skills that graduates will be expected to demonstrate in the workplace. It is proposed that games should be integrated into higher education curricula where appropriate: if integrated thoughtfully, games can provide students with opportunities to develop their understanding of taught material, while simultaneously exercising a range of desirable skills. Universities should, therefore, afford video games at lea...
Journal of Education and Work
This mixed-method study at six universities asked degree apprentices about their trajectories int... more This mixed-method study at six universities asked degree apprentices about their trajectories into the apprenticeship, to better understand the social mobility potential of apprenticeships. The degree apprenticeship offers a route to a degree for apprentices, who are employees studying for a degree. As a new model, little is known about the apprentices: who they are, their journey towards this degree, and whether they fulfil the social mobility aspirations expressed by apprenticeship policymakers. Computing and IT apprentices at six universities in Scotland, UK, were surveyed (n = 160) to ask about their background and previous experience. Interviews (n = 28) were carried out with apprentices studying with one of the institutions, to enquire how their backgrounds impacted on their journey to this point. By taking a multi-institutional approach, the study reports findings across different degree apprenticeships and geographical locations. Apprentices were found to be drawn from all socioeconomic groups and represented those new to work and upskillers, already in work. For upskillers, the degree apprenticeship offered a belated opportunity for degree-level study. However, young people recruited into the apprenticeship were disproportionally from more privileged groups. We make recommendations for recruitment and selection processes to increase equality of access to degree apprenticeship places.
Proceedings of the 1st UK & Ireland Computing Education Research Conference on - UKICER
This book explores the efficacy of game-based learning to develop university students’ skills and... more This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games including Portal 2, Borderlands 2, Lara Croft, Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Graduate Skills and Game-Based Learning
Graduate attributes are the skills and competencies that students are said to develop in higher e... more Graduate attributes are the skills and competencies that students are said to develop in higher education, over and above those related directly to their degree subject. They are typically aligned with the notion of life-long learning and, at university level, attributes such as critical thinking, communication skill, and adaptability are associated with graduates’ employability. This chapter describes how video games might relate to the development of graduate attributes, arguing that this is where the utility of games in higher education lies. However, if we are to make any claims about the development of graduate attributes at university, means of measuring gains in attribute attainment are required. Noting that such measurement is not straightforward, potential quantitative measures for a range of typical graduate attributes are discussed. However, attributes which are not readily quantified, such as those concerned with ethical and social awareness or reflective learning, are probably best explored by qualitative means. The chapter concludes by suggesting that, in the absence of quantitative measures, perhaps the most effective method of determining a person’s attribute attainment is simply to ask them.
Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education
2020 IEEE 32nd Conference on Software Engineering Education and Training (CSEE&T)
Games and Culture
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our t... more The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To better understand how games are being used during the lockdown, we conducted an online survey ( N = 781) that focused on gameplay habits and effects on players’ well-being. We find that time spent playing games has increased for 71% of respondents, while 58% of respondents reported that playing games has impacted their well-being, with the overwhelming majority of responses indicating a positive impact. We identify seven ways that games have affected players, such as providing cognitive stimulation and opportunities to socialise, and a variety of benefits related to mental health, including reduced anxiety and stress. Our findings highlight the sociocultural significance of video games and the potentially positive nature of games’ effects on well-b...
Symmetry
The current pandemic has led schools and universities to turn to online meeting software solution... more The current pandemic has led schools and universities to turn to online meeting software solutions such as Zoom and Microsoft Teams. The teaching experience can be enhanced via the use of breakout rooms for small group interaction. Over the course of a class (or over several classes), the class will be allocated to breakout groups multiple times over several rounds. It is desirable to mix the groups as much as possible, the ideal being that no two students appear in the same group in more than one round. In this paper, we discuss how the problem of scheduling balanced allocations of students to sequential breakout rooms directly corresponds to a novel variation of a well-known problem in combinatorics (the social golfer problem), which we call the social golfer problem with adjacent group sizes. We explain how solutions to this problem can be obtained using constructions from combinatorial design theory and how they can be used to obtain good, balanced breakout room allocation sched...
Editorial for the inaugural issue of Open Scholarship of Teaching and Learning (oSoTL) journal.
In this case study, the use of an authentic task for revision of a Masters-level Information Tech... more In this case study, the use of an authentic task for revision of a Masters-level Information Technology course, Multimedia Systems, is described and evaluated. Authentic tasks are designed to mirror problems as they are encountered in the real world, with often ill-defined or even conflicting requirements, and limited time and resources available to develop a solution. While authentic tasks are increasingly used in higher education for the purposes of assessment, the small-scale study (n = 8) described here highlights the applicability of such an approach to revision. During a two-hour revision session, an authentic scenario was presented to students wherein they were to assume the role of a software development company bidding for work on the development of a multimedia application. The presented scenario was deliberately vague from a technical perspective. Students were divided into two smaller groups to introduce a competitive element and to better facilitate group discussion. St...
The higher education sector is increasingly expected to produce graduates that are adequately pre... more The higher education sector is increasingly expected to produce graduates that are adequately prepared for the workplace, equipped with a range of skills and competencies that many universities refer to as graduate attributes. These attributes typically include strong communication skills, the ability to think critically, and the capacity to adapt to ever-changing circumstances. However, embedding the development of such attributes into the curriculum is not always straightforward. The work described here outlines how video games – which exercise many of the skills that employers seek – may be used to develop students’ graduate attributes. As part of a randomised study, a range of measures were used to determine if playing selected video games at university could improve students’ adaptability, resourcefulness, and communication skill. By the end of the study, students asked to play the selected games over the course of a semester showed statistically significant gains in graduate a...
Employers are increasingly concerned that university graduates possess the transferable skills – ... more Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence...
One of the main challenges faced by providers of interactive information access systems is to eng... more One of the main challenges faced by providers of interactive information access systems is to engage users in the use their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such 'gamified' systems.
The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted ... more The term ‘gamer identity’ is hotly contested, and certainly not understood as a broadly accepted term. From the outdated stereotype of white, heterosexual, teenage boys playing Nintendo in their parents’ basement to the equally contested proclamation that “‘gamers’ are over”, the current game culture climate is such that movements as divisive and controversial as #gamergate can flourish.For this latest special issue of Press Start, we invited submissions regarding the recent controversies surrounding the notion of player identities, with the aim of receiving papers from different viewpoints on gamer identity and culture.
Graduate Skills and Game-Based Learning
This book has largely focused on a particular application of game-based learning in higher educat... more This book has largely focused on a particular application of game-based learning in higher education, concerning the use of commercial video games to develop graduate skills or attributes. However, games are used in numerous ways across higher education. This chapter draws on interviews with educators to provide examples of the novel ways in which games and gamification are being used to teach or otherwise develop university students. Educators’ experiences were almost uniformly positive, although concern was raised about excluding a small proportion of the class, for whom games are unappealing. In most cases, game-based learning activities were tied to subject material, but educators understood that video games may also exercise a range of valuable skills and competencies. Interviewees here referred to ancillary outcomes including the development of their students’ communication and collaboration skills, critical thinking ability, and capacity to empathise and reflect. Of course, the transmission of disciplinary knowledge and understanding is not divorced from the development of such abilities and being able to think critically and reflect upon the learning experience is often crucial to a student’s mastery of their subject. Video games, however, seem particularly well suited to nurturing such skills in our students.
In this chapter, the key messages from the preceding chapters are summarised, the limitations of ... more In this chapter, the key messages from the preceding chapters are summarised, the limitations of the work considered, and recommendations for future work made. The study presented here has shown that playing selected video games could develop certain graduate attributes: the skills and competencies that students are said to attain at university. Interviews with students, educators, and game developers have demonstrated links between games and established theories of learning, echoing ideas espoused by James Paul Gee. Here, these theories have been applied to the development of skills that graduates will be expected to demonstrate in the workplace. It is proposed that games should be integrated into higher education curricula where appropriate: if integrated thoughtfully, games can provide students with opportunities to develop their understanding of taught material, while simultaneously exercising a range of desirable skills. Universities should, therefore, afford video games at lea...
Journal of Education and Work
This mixed-method study at six universities asked degree apprentices about their trajectories int... more This mixed-method study at six universities asked degree apprentices about their trajectories into the apprenticeship, to better understand the social mobility potential of apprenticeships. The degree apprenticeship offers a route to a degree for apprentices, who are employees studying for a degree. As a new model, little is known about the apprentices: who they are, their journey towards this degree, and whether they fulfil the social mobility aspirations expressed by apprenticeship policymakers. Computing and IT apprentices at six universities in Scotland, UK, were surveyed (n = 160) to ask about their background and previous experience. Interviews (n = 28) were carried out with apprentices studying with one of the institutions, to enquire how their backgrounds impacted on their journey to this point. By taking a multi-institutional approach, the study reports findings across different degree apprenticeships and geographical locations. Apprentices were found to be drawn from all socioeconomic groups and represented those new to work and upskillers, already in work. For upskillers, the degree apprenticeship offered a belated opportunity for degree-level study. However, young people recruited into the apprenticeship were disproportionally from more privileged groups. We make recommendations for recruitment and selection processes to increase equality of access to degree apprenticeship places.
Proceedings of the 1st UK & Ireland Computing Education Research Conference on - UKICER
This book explores the efficacy of game-based learning to develop university students’ skills and... more This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games including Portal 2, Borderlands 2, Lara Croft, Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Graduate Skills and Game-Based Learning
Graduate attributes are the skills and competencies that students are said to develop in higher e... more Graduate attributes are the skills and competencies that students are said to develop in higher education, over and above those related directly to their degree subject. They are typically aligned with the notion of life-long learning and, at university level, attributes such as critical thinking, communication skill, and adaptability are associated with graduates’ employability. This chapter describes how video games might relate to the development of graduate attributes, arguing that this is where the utility of games in higher education lies. However, if we are to make any claims about the development of graduate attributes at university, means of measuring gains in attribute attainment are required. Noting that such measurement is not straightforward, potential quantitative measures for a range of typical graduate attributes are discussed. However, attributes which are not readily quantified, such as those concerned with ethical and social awareness or reflective learning, are probably best explored by qualitative means. The chapter concludes by suggesting that, in the absence of quantitative measures, perhaps the most effective method of determining a person’s attribute attainment is simply to ask them.
Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education
2020 IEEE 32nd Conference on Software Engineering Education and Training (CSEE&T)
Games and Culture
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our t... more The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To better understand how games are being used during the lockdown, we conducted an online survey ( N = 781) that focused on gameplay habits and effects on players’ well-being. We find that time spent playing games has increased for 71% of respondents, while 58% of respondents reported that playing games has impacted their well-being, with the overwhelming majority of responses indicating a positive impact. We identify seven ways that games have affected players, such as providing cognitive stimulation and opportunities to socialise, and a variety of benefits related to mental health, including reduced anxiety and stress. Our findings highlight the sociocultural significance of video games and the potentially positive nature of games’ effects on well-b...
Symmetry
The current pandemic has led schools and universities to turn to online meeting software solution... more The current pandemic has led schools and universities to turn to online meeting software solutions such as Zoom and Microsoft Teams. The teaching experience can be enhanced via the use of breakout rooms for small group interaction. Over the course of a class (or over several classes), the class will be allocated to breakout groups multiple times over several rounds. It is desirable to mix the groups as much as possible, the ideal being that no two students appear in the same group in more than one round. In this paper, we discuss how the problem of scheduling balanced allocations of students to sequential breakout rooms directly corresponds to a novel variation of a well-known problem in combinatorics (the social golfer problem), which we call the social golfer problem with adjacent group sizes. We explain how solutions to this problem can be obtained using constructions from combinatorial design theory and how they can be used to obtain good, balanced breakout room allocation sched...
One of the main challenges faced by providers of interactive information access systems is to eng... more One of the main challenges faced by providers of interactive information access systems is to engage users in the use of their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such "gamified " systems.
Much discussion has revolved around the interdisciplinary nature and institutional status of game... more Much discussion has revolved around the interdisciplinary nature and institutional status of game scholarship, since the first international computer games conference in 2001 (Aarseth 2001), and indeed over the past 13 years of DiGRA. As a field inhabited by scholars from a wide variety of backgrounds (Quandt, van Looy, et al. 2015), it can be a challenge for early career scholars to discover their orientation. This panel examines the interdisciplinary nature of game studies and what this means for early career researchers attempting to navigate the field, particularly in the face of different philosophies, disciplinary expectations, styles of research output, and publication practices. Challenges include: contending with issues relating to the paradigm(s) of game studies (Kuhn 1970); identifying what methods and methodologies are acceptable; avoiding stock arguments or debates; exploring gaps in current research and formulating appropriate research questions; working with supervisors and colleagues from a variety of disciplines; as well as finding support among a broad range of resources and peers.
This panel explores these challenges from the perspective of early career scholars. Uniquely, the panel is comprised of members of the editorial board for Press Start — an international student-led game studies journal that aims to publish high quality work produced by students. All are involved in the study of games, from a wide range of nations and disciplines, ranging from the Arts and Humanities to the Computer Sciences. With these backgrounds, the panel is in an excellent position to both provide insight into the current state of game studies and to examine how this affects (post)graduate research. Further to this, they each also have experience in seeking to establish an international community of practice (Lave & Wenger 1991) that can offer peer support and peer evaluation over the course of research projects in this field, including those aspects associated with academic writing.
More broadly, the panelists will discuss what it means to pursue a PhD or other postgraduate research qualification in game studies, the value of such qualifications, and the nature of the research and dissemination process. The panel will also ask how junior researchers can support each other in this field, drawing on experience of managing the community of practice that has developed around Press Start. As students, the panelists are currently experiencing these types of situations and can help junior researchers navigate key issues in game studies. The panel will also argue that such a discussion is of interest to the wider DiGRA community, including more established academics who are engaged in the recruitment, supervision, and training of research students. Namely, to look to the future of game studies, and ask those in attendance to explore the ways in which their individual institutions could cultivate, or are already cultivating, a supportive environment for emerging game scholars.
Proceedings of the First Joint International Conference of the Digital Games Research Association and the Foundations of Digital Games
Much discussion has revolved around the interdisciplinary nature and institutional status of game... more Much discussion has revolved around the interdisciplinary nature and institutional status of game scholarship, since the first international computer games conference in 2001, and indeed over the past 13 years of Digital Games Research Association. As a field inhabited by scholars from a wide variety of backgrounds, it can be a challenge for early career scholars to discover their orientation. This panel examines the interdisciplinary nature of game studies and what this means for early career researchers attempting to navigate the field, particularly in the face of different philosophies, disciplinary expectations, styles of research output, and publication practices.
The Playful Undead and Video Games, 2019
Assumptions are made about the continued popularity of zombies as video game antagonists, many of... more Assumptions are made about the continued popularity of zombies as video game antagonists, many of which are framed in terms of design-driven or technological concerns. For example, zombies’ impaired mental and physical function means that they are readily re-created using even limited in-game artificial intelligence. It is also assumed that something of zombies’ appeal lies in their ‘otherness’, that enemies lacking any shred of human consciousness might be considered ideal targets for indiscriminate on-screen execution.
In this chapter, assumptions about the ludic appeal of the undead are discarded and a fresh qualitative approach taken to determine why game designers continue to create games centred on zombie antagonists. Interviews were conducted with twenty game designers who have worked on high-profile zombie titles, both indie and triple-A, and content analysis performed on the resulting material.
The interviews reveal that zombies’ utility remains a relevant consideration for game designers but that less pragmatic advantages, such as those related to storytelling and representation, have grown in importance. It is also clear that the undead support a range of compelling game mechanics and satisfying, varied gameplay, if deployed with flair.
Graduate Skills and Game-Based Learning, 2019
In this chapter, the key messages from the preceding chapters are summarised, the limitations of ... more In this chapter, the key messages from the preceding chapters are summarised, the limitations of the work considered, and recommendations for future work made. The study presented here has shown that playing selected video games could develop certain graduate attributes: the skills and competencies that students are said to attain at university. Interviews with students, educators, and game developers have demonstrated links between games and established theories of learning, echoing ideas espoused by James Paul Gee. Here, these theories have been applied to the development of skills that graduates will be expected to demonstrate in the workplace. It is proposed that games should be integrated into higher education curricula where appropriate: if integrated thoughtfully, games can provide students with opportunities to develop their understanding of taught material, while simultaneously exercising a range of desirable skills. Universities should, therefore, afford video games at least the same status as sports and other such worthy pursuits. Furthermore, while the provision of ‘bolt-on’ graduate attribute training has not always proven successful, we should consider offering more formal game-based opportunities for attribute development. Finally, we must challenge the negative portrayal of video games: otherwise, they can never fulfil their considerable potential in education.
Graduate Skills and Game-Based Learning, 2019
When considering the use of video games in education, it is common to focus on the students and e... more When considering the use of video games in education, it is common to focus on the students and educators involved. Less well documented is how those responsible for producing video games view the educational potential of the medium. Do game developers think their games have the capacity to develop useful skills in players? Do they believe games present players with opportunities to learn something about the world? Might developers consciously include such opportunities in their games? To explore these questions, industry personnel responsible for the commercial titles used in the previously described study were interviewed, revealing that developers do see educational potential in the games they create. The potential they identify aligns with much of the research on game-based learning, including the study on which this book is based, and the theories put forth by James Paul Gee. Developers identified a range of skills that games may exercise, including critical thinking and collaboration, and highlighted the affordances of games that facilitate learning, such as the provision of a safe space in which to fail and develop confidence. It is equally apparent, however, that commercial game developers are reluctant to make claims about any such potential that cannot be verified.
Graduate Skills and Game-Based Learning, 2019
This book has largely focused on a particular application of game-based learning in higher educat... more This book has largely focused on a particular application of game-based learning in higher education, concerning the use of commercial video games to develop graduate skills or attributes. However, games are used in numerous ways across higher education. This chapter draws on interviews with educators to provide examples of the novel ways in which games and gamification are being used to teach or otherwise develop university students. Educators’ experiences were almost uniformly positive, although concern was raised about excluding a small proportion of the class, for whom games are unappealing. In most cases, game-based learning activities were tied to subject material, but educators understood that video games may also exercise a range of valuable skills and competencies. Interviewees here referred to ancillary outcomes including the development of their students’ communication and collaboration skills, critical thinking ability, and capacity to empathise and reflect. Of course, the transmission of disciplinary knowledge and understanding is not divorced from the development of such abilities and being able to think critically and reflect upon the learning experience is often crucial to a student’s mastery of their subject. Video games, however, seem particularly well suited to nurturing such skills in our students.
Graduate Skills and Game-Based Learning, 2019
The previous chapter presented interviews with participants in a study designed to explore whethe... more The previous chapter presented interviews with participants in a study designed to explore whether playing selected video games might help develop in students a range of useful skills and competencies, also known as graduate attributes. In this chapter, the implications of the interview data are considered. Each attribute is examined in turn and the chapter concludes with a brief overview of the skills and experience that students suggest they developed in addition to the stated graduate attributes. Ancillary benefits such as stress relief are also discussed. These empirical observations support ideas presented by scholars such as James Paul Gee and suggest further connections between game-based learning and established theory. It is important to note, however, that these interview data refer to the circumstances under which specific games were played: the participants make multiple references to the effects of being asked to play games with people other than their existing friends. Several of the attributes discussed here appear to be influenced by the fact that students played with strangers from differing cultural backgrounds and with varying gaming experience. Regardless, these interviews reveal the factors that may be at play in a game-based intervention intended to develop graduate attributes.
Graduate Skills and Game-Based Learning, 2019
This chapter explores the attitudes and experiences of students involved in a game-based learning... more This chapter explores the attitudes and experiences of students involved in a game-based learning intervention designed to measure the effects of playing selected video games on the attainment of certain skills, known as graduate attributes. Interviews with participants provide a deeper understanding of how the three attributes in question (communication skill, adaptability, and resourcefulness) were developed, but also offer insight into how other attributes, not easily measured by quantitative means, might have been exercised. The interviews began with an open question: do you think the games played might have helped develop any skills or competencies? The remainder of the interview was structured around the host university’s stated graduate attributes, with each considered in turn. Most participants were positive about video games’ capacity to develop a range of graduate attributes, with potential increases in confidence, communication skill, and critical thinking ability featuring prominently in discussion. Participants were also positive about the potential for games to provide experience of collaborating with others, and to enhance their ethical and social awareness. There were some notes of scepticism, however, particularly around the transferability of skills beyond games.
Graduate Skills and Game-Based Learning, 2019
It has been argued that video games might be used to develop in students the desirable skills and... more It has been argued that video games might be used to develop in students the desirable skills and competencies sometimes referred to as graduate attributes. However, in order to assess this claim, empirical research that examines the relationship between playing video games at university and the attainment of such attributes is required. In this chapter, a randomised controlled study is described, wherein undergraduate students were randomly assigned to either an intervention group or a control group. The intervention group played specified video games under controlled conditions over a period of one semester, while control group participants did not. Control and intervention group attribute attainment was tested at the beginning and the end of the study, allowing comparisons to be made between the development of communication skill, resourcefulness, and adaptability in both groups. For each of these graduate attribute measures, the data indicated a significant increase in mean scores for participants in the intervention group over those in the control group, suggesting that playing selected video games under specific circumstances can improve graduate skills.
Graduate Skills and Game-Based Learning, 2019
Graduate attributes are the skills and competencies that students are said to develop in higher e... more Graduate attributes are the skills and competencies that students are said to develop in higher education, over and above those related directly to their degree subject. They are typically aligned with the notion of life-long learning and, at university level, attributes such as critical thinking, communication skill, and adaptability are associated with graduates’ employability. This chapter describes how video games might relate to the development of graduate attributes, arguing that this is where the utility of games in higher education lies. However, if we are to make any claims about the development of graduate attributes at university, means of measuring gains in attribute attainment are required. Noting that such measurement is not straightforward, potential quantitative measures for a range of typical graduate attributes are discussed. However, attributes which are not readily quantified, such as those concerned with ethical and social awareness or reflective learning, are probably best explored by qualitative means. The chapter concludes by suggesting that, in the absence of quantitative measures, perhaps the most effective method of determining a person’s attribute attainment is simply to ask them.
Graduate Skills and Game-Based Learning, 2019
Many commercial video games require players to collaborate and communicate with one another in or... more Many commercial video games require players to collaborate and communicate with one another in order to progress. Players must also exercise a range of skills and competencies, including adaptability and resourcefulness, to overcome in-game challenges. As it happens, these are the very same abilities that employers seek when hiring graduates, the abilities that higher education is expected to develop in students. The significant potential for learning from video games has not gone unnoticed, of course. Respected academic and businessperson, John Seely Brown, has suggested that he would rather hire an experienced World of Warcraft player than an MBA from Harvard, for example. However, to date, the empirical evidence for the efficacy of using games to develop skills in higher education has been slight. This chapter provides an overview of the theories that underpin the notion of game-based learning, from established concepts of constructivism, experiential learning, and mastery, to the more contemporary learning principles that James Paul Gee has shown to be present in video games. As such, this chapter provides context for the subsequent discussion of an empirical study designed to put such theories to the test.
This book explores the efficacy of game-based learning to develop university students’ skills and... more This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games including Portal 2, Borderlands 2, Lara Croft, Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
The Playful Undead and Video Games, 2019
Assumptions are made about the continued popularity of zombies as video game antagonists, many ... more Assumptions are made about the continued popularity of zombies as video game antagonists, many of which are framed in terms of design-driven or technological concerns. For example, zombies’ impaired mental and physical function means that they are readily re-created using even limited in-game artificial intelligence. It is also assumed that something of zombies’ appeal lies in their ‘otherness’, that enemies lacking any shred of human consciousness might be considered ideal targets for indiscriminate on-screen execution.
In this chapter, assumptions about the ludic appeal of the undead are discarded and a fresh qualitative approach taken to determine why game designers continue to create games centred on zombie antagonists. Interviews were conducted with twenty game designers who have worked on high-profile zombie titles, both indie and triple-A, and content analysis performed on the resulting material.
The interviews reveal that zombies’ utility remains a relevant consideration for game designers but that less pragmatic advantages, such as those related to storytelling and representation, have grown in importance. It is also clear that the undead support a range of compelling game mechanics and satisfying, varied gameplay, if deployed with flair.