A cross-sectional study of video game play habits and graduate skills attainment

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Research in Learning Technology Pub Date : 2020-02-28 DOI:10.25304/rlt.v28.2326
M. Barr
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引用次数: 5

Abstract

Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age, gender, level of study and year of study, are also calculated. While it is shown that there is no significant relationship between existing game play habits and graduate attribute attainment, several broad observations are made. Students who do not play video games tended to score best, while those students who play games in a variety of modes (online and local cooperative play, team-based and other cooperative play) also scored better on measures of graduate attribute attainment. Assumptions about the development of graduate attributes over time are also challenged by the data presented here, which suggest there is little correlation between attribute attainment and years spent at university. The work suggests that, while video games may be used to develop graduate skills on campus, there is no strong correlation between existing game play habits and the attainment of certain transferable skills.
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电子游戏玩习惯与毕业生技能获得的横断面研究
通过对受过高等教育的学生(N = 2145)的调查,我们呈现了游戏习惯与获得某些毕业技能或属性(沟通技巧、适应性和机智)之间的相关性。还计算了毕业生属性成就与一系列人口统计学和教育因素(包括年龄、性别、学习水平和学习年份)之间的相关性。虽然现有的游戏习惯与毕业生属性获得之间没有显著的关系,但我们还是进行了一些广泛的观察。不玩电子游戏的学生往往得分最高,而那些以各种模式玩游戏的学生(在线和本地合作游戏,团队合作游戏和其他合作游戏)在毕业生属性成就方面的得分也更高。关于毕业生素质随时间发展的假设也受到了这里提供的数据的挑战,这些数据表明,素质的获得与在大学度过的时间之间几乎没有相关性。这项研究表明,虽然电子游戏可能被用来在校园里培养毕业生的技能,但现有的游戏习惯与某些可转移技能的获得之间并没有很强的相关性。
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来源期刊
Research in Learning Technology
Research in Learning Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.50
自引率
0.00%
发文量
13
审稿时长
20 weeks
期刊最新文献
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