Abstract
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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Dr Steve Draper, whom the author must thank for making this connection between games and Eliot’s remarks, maintains a set of notes and links to further reading at http://www.psy.gla.ac.uk/~steve/localed/eliot.html.
- 2.
References
3909 LLC. (2013). Papers, Please. 3909 LLC.
Abramo, G., D’Angelo, C. A., & Murgia, G. (2013). Gender Differences in Research Collaboration. Journal of Informetrics, 7(4), 811–822. https://doi.org/10.1016/j.joi.2013.07.002.
Anderson, J. R. (1993). Problem Solving and Learning. American Psychologist, 48(1), 35–44. https://doi.org/10.1037/0003-066X.48.1.35.
Assunção, C. (2016). No Girls on the Internet’: The Experience of Female Gamers in the Masculine Space of Violent Gaming. Press Start, 3(1), 46–65.
Bacon, F. (1625/1928). Of Studies (pp. xii–3). Samuel T. Farquhar.
Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education. Journal of Science Education and Technology, 18(4), 305–320.
Bethesda Game Studios. (2011). The Elder Scrolls V: Skyrim. Bethesda Softworks.
BioWare. (2014). Dragon Age: Inquisition. Electronic Arts.
Blizzard Entertainment. (1994–). Warcraft Series. Blizzard Entertainment.
Blizzard Entertainment. (1998). Starcraft. Blizzard Entertainment.
Blizzard Entertainment. (2002). Warcraft III: Reign of Chaos. Blizzard Entertainment.
Blohm, J. M., & Piltz, D. (Eds.). (2012). NASAGA Training Activity Book. Chichester: Wiley.
Bonus, J. A., Peebles, A., & Riddle, K. (2015). The Influence of Violent Video Game Enjoyment on Hostile Attributions. Computers in Human Behavior, 52, 472–483. https://doi.org/10.1016/j.chb.2015.05.044.
Bourgonjon, J., Vandermeersche, G., Wever, B. D., Soetaert, R., & Valcke, M. (2015). Players’ Perspectives on the Positive Impact of Video Games: A Qualitative Content Analysis of Online Forum Discussions. New Media & Society, 1461444815569723. https://doi.org/10.1177/1461444815569723.
Brown, J. S. (2006). New Learning Environments for the 21st Century. Retrieved from http://www.johnseelybrown.com/newlearning.pdf.
Brown, J. S. (2012, August 7). How World of Warcraft Could Save Your Business and The Economy. Big Think. Retrieved August 1, 2018, https://bigthink.com/videos/how-world-of-warcraft-could-save-your-business-and-the-economy-2.
Canary, D. J., & Hause, K. S. (1993). Is There Any Reason to Research Sex Differences in Communication? Communication Quarterly, 41(2), 129–144. https://doi.org/10.1080/01463379309369874.
Coates, J. (2015). Women, Men and Language: A Sociolinguistic Account of Gender Differences in Language (3rd ed.). London: Routledge.
Connolly, T. M., Stansfield, M., Ramsay, J., & Sutherland, J. (2004). Applying Computer Games Concepts to Teaching Database Analysis and Design. Presented at the International Conference on Computer Games, AI, Design and Education, Reading, UK.
Crebert, G., Bates, M., Bell, B., Patrick, C.-J., & Cragnolini, V. (2004). Developing Generic Skills at University, During Work Placement and in Employment: Graduates’ Perceptions. Higher Education Research & Development, 23(2), 147–165. https://doi.org/10.1080/0729436042000206636.
Crystal Dynamics. (2010). Lara Croft and the Guardian of Light. Square Enix.
Dewey, J. (1933). How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process. D.C. Heath and Company.
Educational Simulations. (2001). Real Lives. Educational Simulations.
Eliot, G. (1881). The works of George Eliot. Standard Edition: Essays. Edinburgh: Blackwood.
Ennis, R. H. (2015). Critical Thinking: A Streamlined Conception. In M. Davies & R. Barnett (Eds.), The Palgrave Handbook of Critical Thinking in Higher Education (pp. 31–47). New York: Palgrave Macmillan US. https://doi.org/10.1007/978-1-137-37805-7_2.
Erikson, E. H. (1959). Identity and the Life Cycle: Selected Papers. Oxford, UK: International Universities Press.
Gearbox Software. (2012). Borderlands 2. 2K Games.
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). New York: Palgrave Macmillan.
Grice, H. P. (1969). Utterer’s Meaning and Intention. The Philosophical Review, 78(2), 147–177. https://doi.org/10.2307/2184179.
Heller, P., Keith, R., & Anderson, S. (1992). Teaching Problem Solving Through Cooperative Grouping. Part 1: Group Versus Individual Problem Solving. American Journal of Physics, 60(7), 627–636. https://doi.org/10.1119/1.17117.
Infinite Fall. (2017). Night in the Woods. Finji.
Jayanth, M. (2014, September 18). 52% of Gamers Are Women – But the Industry Doesn’t Know It. The Guardian. Retrieved September 30, 2016 from https://www.theguardian.com/commentisfree/2014/sep/18/52-percent-people-playing-games-women-industry-doesnt-know.
Kahne, J., Middaugh, E., & Evans, C. (2009). The Civic Potential of Video Games. The MIT Press.
Kuhn, P., & Villeval, M. C. (2014). Are Women More Attracted to Co-operation Than Men? The Economic Journal, 125(582), 115–140. https://doi.org/10.1111/ecoj.12122.
Lord, R. G., & Smith, W. G. (1999). Leadership and the Changing Nature of Performance. In E. D. Pulakos & D. R. Ilgen (Eds.), The Changing Nature of Performance: Implications for Staffing, Motivation, and Development. San Francisco: John Wiley & Sons.
Maltz, D. N., & Borker, R. A. (1982). A Cultural Approach to Male–Female Miscommunication. In J. J. Gumperz (Ed.), Language and Social Identity (pp. 196–216). Cambridge: Cambridge University Press.
Marton, F., & Säljö, R. (1997). Approaches to Learning. In F. Marton, D. Hounsell, & N. J. Entwistle (Eds.), The Experience of Learning: Implications for Teaching and Studying in Higher Education. Edinburgh: Scottish Academic Press.
Matsouka, K., & Mihail, D. M. (2016). Graduates’ Employability: What Do Graduates and Employers Think? Industry and Higher Education, 30(5), 321–326. https://doi.org/10.1177/0950422216663719.
Mojang. (2011). Minecraft. Mojang.
Moore, A., & Ash, A. (2002). Reflective Practice in Beginning Teachers: Helps, Hindrances and the Role of the Critical Other. Presented at the Annual Conference of the British Educational Research Association, University of Exeter, England.
Naughty Dog. (2013). The Last of Us. Sony Interactive Entertainment.
Nicol, D. J. (2010). The Foundation for Graduate Attributes: Developing Self-Regulation Through Self and Peer-Assessment. Glasgow: The Quality Assurance Agency for Higher Education.
Norris, S. P., & Ennis, R. H. (1989). Evaluating Critical Thinking. Midwest Publications.
Nuangjumnong, T. (2016). The Influences of Online Gaming on Leadership Development. In M. L. Gavrilova, C. J. K. Tan, A. Iglesias, M. Shinya, A. Galvez, & A. Sourin (Eds.), Transactions on Computational Science XXVI: Special Issue on Cyberworlds and Cybersecurity (pp. 142–160). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-662-49247-5_9.
Ployhart, Robert E., & Bliese, Paul D. (2006). Individual Adaptability (I-ADAPT) Theory: Conceptualizing the Antecedents, Consequences, and Measurement of Individual Differences in Adaptability. In Understanding Adaptability: A Prerequisite for Effective Performance within Complex Environments (Vols. 1-0, Vol. 6, pp. 3–39). Emerald Group Publishing Limited.
Positech Games. (2005). Democracy. Positech Games.
Pulakos, E. D., Arad, S., Donovan, M. A., & Plamondon, K. E. (2000). Adaptability in the Workplace: Development of a Taxonomy of Adaptive Performance. Journal of Applied Psychology, 85(4), 612–624. https://doi.org/10.1037/0021-9010.85.4.612.
Reeder, H. M. (1996). A Critical Look at Gender Difference in Communication Research. Communication Studies, 47(4), 318–330. https://doi.org/10.1080/10510979609368486.
Rusnak, P., Dobson, T., & Boskic, N. (2008). Articulation of Ecological Values in Alternate Reality Gaming: A Case Study of World Without Oil. Presented at the 2nd European Conference on Games Based Learning, Univesitat Oberta de Catalunya, Spain.
Schwabe, G., Goth, C., & Frohberg, D. (2005). Does Team Size Matter in Mobile Learning? In International Conference on Mobile Business (ICMB’05) (pp. 227–234). Presented at the International Conference on Mobile Business (ICMB’05). https://doi.org/10.1109/ICMB.2005.35.
Shaw, A., & Friesem, E. (2016). Where Is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games. International Journal of Communication, 10(0), 13.
Simpson, C. M. (2015, July 31). In Another Time with (an)other Race: Representations of Race and National Narratives in Elder Scrolls V: Skyrim And Fallout 3. Arlington: University of Texas at Arlington.
Smith, E. M., Ford, J. K., & Kozlowski, S. W. J. (1997). Building Adaptive Expertise: Implications for Training Design Strategies. In M. A. Quiñones & A. Ehrenstein (Eds.), Training for a Rapidly Changing Workplace: Applications of Psychological Research (pp. 89–118). Washington, DC: American Psychological Association.
Stajkovic, A. D. (2006). Development of a Core Confidence-Higher Order Construct. Journal of Applied Psychology, 91(6), 1208–1224. https://doi.org/10.1037/0021-9010.91.6.1208.
Stojanović-Prelević, I. (2011). On Communicative Intention and Saying/Implicating Distinction. Facta Universitatis, 9(2), 107–114.
Tempone, I. (2012). Desirable Generic Attributes for Accounting Graduates into the Twenty-First Century: The Views of Employers. Accounting Research Journal, 25(1), 41–55. https://doi.org/10.1108/10309611211244519.
The Fullbright Company. (2013). Gone Home. The Fullbright Company.
Thiagarajan, S., & Parker, G. (2008). Teamwork and Teamplay: Games and Activities for Building and Training Teams (1st ed.). Pfeiffer.
Toby Fox. (2015). Undertale. Toby Fox.
Toups, Z. O., Kerne, A., & Hamilton, W. A. (2011). The Team Coordination Game: Zero-fidelity Simulation Abstracted from Fire Emergency Response Practice. ACM Transactions on Computer-Human Interaction, 18(4), 23:1–23:37. https://doi.org/10.1145/2063231.2063237.
Valve Corporation. (2000). Counter-Strike. Valve Corporation.
Valve Corporation. (2007). Team Fortress 2. Valve Corporation.
Valve Corporation. (2011). Portal 2. Valve Corporation.
Van Lier, L. (2004). The Ecology of Language Learning: Practice to Theory, Theory to Practice. Presented at the UC Language Consortium Conference on Theoretical and Pedagogical Perspectives, University of California, Santa Cruz.
White, S. S., Mueller-Hanson, R. A., Dorsey, D. W., Pulakos, E. D., Wisecarver, M. M., Deagle, E. A., & Mendini, K. G. (2005). Developing Adaptive Proficiency in Special Forces Officers. Arlington, VA: U.S. Army Research Institute for the Behavioral and Social Sciences.
Williams, B. (2001). Developing Critical Reflection for Professional Practice Through Problem-Based Learning. Journal of Advanced Nursing, 34(1), 27–34. https://doi.org/10.1046/j.1365-2648.2001.3411737.x.
Xanthopoulou, D., & Papagiannidis, S. (2012). Play Online, Work Better? Examining the Spillover of Active Learning and Transformational Leadership. Technological Forecasting and Social Change, 79(7), 1328–1339. https://doi.org/10.1016/j.techfore.2012.03.006.
Zauszniewski, J. A., Lai, C.-Y., & Tithiphontumrong, S. (2006). Development and Testing of the Resourcefulness Scale for Older Adults. Journal of Nursing Measurement, 14(1), 57–68. https://doi.org/10.1891/jnum.14.1.57.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2019 The Author(s)
About this chapter
Cite this chapter
Barr, M. (2019). Reflections on Game-Based Learning. In: Graduate Skills and Game-Based Learning. Digital Education and Learning. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-27786-4_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-27786-4_5
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-030-27785-7
Online ISBN: 978-3-030-27786-4
eBook Packages: EducationEducation (R0)