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

Keywords: video games, game-based learning, graduate skills, graduate attributes, employability, communication, resourcefulness, adaptability

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.

Downloads

Download data is not yet available.

References


Alonso-Díaz, L., Yuste-Tosina, R., Mendo-Lázaro, S. (2019) ‘Adults video gaming: key competences for a globalised society’, Computers & Education, vol. 141, pp. 103616. doi: 10.1016/j.compedu.2019.103616


Anand, V. (2007) A study of time management: the correlation between video game usage and academic performance markers’, CyberPsychology & Behavior, vol. 10, pp. 552–559. doi: 10.1089/cpb.2007.9991


Arum, R., & Roksa, J. (2011) Academically Adrift: Limited Learning on College Campuses, University of Chicago Press, Chicago, Illinois.


Barrie, S. C. (2006) ‘Understanding what we mean by the generic attributes of graduates’, Higher Education, vol. 51, pp. 215–241. doi: 10.1007/s10734-004-6384-7


Coetzee, M. (2014) ‘Measuring student graduateness: reliability and construct validity of the graduate skills and attributes scale’, Higher Education Research & Development. vol. 23, pp. 887–902. doi: 10.1080/07294360.2014.890572


Coggon, D., Rose, G., Barker, D. J. P. (2013) Epidemiology for the Uninitiated, 4th edn, BMJ Publishing Group, London.


Duran, R. L. (1983) ‘Communicative adaptability: a measure of social communicative competence’, Communication Quarterly, vol. 31, pp. 320–326. doi: 10.1080/01463378309369521


Duran, R. L. (1992) ‘Communicative adaptability: a review of conceptualization and measurement’, Communication Quarterly, vol. 40, pp. 253–268. doi: 10.1080/01463379209369840


Friendly, M. (2002) ‘Corrgrams: exploratory displays for correlation matrices’, The American Statistician, vol. 56, pp. 316–324. doi: 10.1198/000313002533


GameTrack (ISFE/Ipsos Connect). (2016) GameTrack Digest: Quarter 1 2016.


Gbadamosi, G., Evans, C., Richardson, M., & Ridolfo, M. (2015). ‘Employability and students’ part-time work in the UK: Does self-efficacy and career aspiration matter?’, British Educational Research Journal, vol. 41, no. 6, pp. 1086–1107. doi: 10.1002/berj.3174


Granic, I., Lobel, A., Engels, R. C. M. E. (2014) ‘The benefits of playing video games’, American Psychologist, vol. 69, pp. 66–78. doi: 10.1037/a0034857


Green, C. S., & Bavelier, D. (2015) ‘Action video game training for cognitive enhancement’, Current Opinion in Behavioral Sciences, Cognitive Enhancement, vol. 4, pp. 103–108. doi: 10.1016/j.cobeha.2015.04.012


Griffiths, M. (2003) ‘The therapeutic use of videogames in childhood and adolescence’, Clinical Child Psychology and Psychiatry, vol. 8, pp. 547–554. doi: 10.1177/13591045030084012


Hughes, C., & Barrie, S. (2010) ‘Influences on the assessment of graduate attributes in higher education’, Assessment & Evaluation in Higher Education, vol. 35, pp. 325–334. doi: 10.1080/02602930903221485


Jackson, L. A., et al., (2011) ‘A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships’, Computers in Human Behavior, Current Research Topics in Cognitive Load Theory, vol. 27, pp. 228–239. doi: 10.1016/j.chb.2010.08.001


McCroskey, J. C., & McCroskey, L. L. (1988) ‘Self-report as an approach to measuring communication competence’, Communication Research Reports, vol. 5, pp. 108–113. doi: 10.1080/08824098809359810


Nicol, D. J. (2010) The Foundation for Graduate Attributes: Developing Self-Regulation through Self and Peer-Assessment, The Quality Assurance Agency for Higher Education, QAA Scotland, Glasgow.


O’Leary, S. (2016) ‘Graduates’ experiences of, and attitudes towards, the inclusion of employability-related support in undergraduate degree programmes; trends and variations by subject discipline and gender’, Journal of Education and Work, vol. 30, pp. 84–105. doi: 10.1080/13639080.2015.1122181


Posso, A. (2016). ‘Internet Usage and Educational Outcomes Among 15-Year Old Australian Students’, International Journal of Communication, vol. 10, pp. 26.


Pulakos, E. D., et al., (2000) ‘Adaptability in the workplace: development of a taxonomy of adaptive performance’, Journal of Applied Psychology, vol. 85, pp. 612–624. doi: 10.1037/0021-9010.85.4.612


Pulakos, E. D., et al., (2002) ‘Predicting adaptive performance: further tests of a model of adaptability’, Human Performance, vol. 15, pp. 299–323. doi: 10.1207/S15327043HUP1504_01


Ployhart, R. E., & Bliese, P. 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, Advances in Human Performance and Cognitive Engineering Research, Emerald Group Publishing Limited, Bingley, England, pp. 3–39.


Romero, M., Usart, M., Ott, M. (2015) ‘Can serious games contribute to developing and sustaining 21st century skills?’, Games and Culture, vol. 10, pp. 148–177. doi: 10.1177/1555412014548919


Shute, V. J., Ventura, M., Ke, F. (2015) ‘The power of play: the effects of Portal 2 and Lumosity on cognitive and noncognitive skills’, Computers & Education, vol. 80, pp. 58–67. doi: 10.1016/j.compedu.2014.08.013


Sumsion, J., & Goodfellow, J. (2004) ‘Identifying generic skills through curriculum mapping: a critical evaluation’, Higher Education Research & Development, vol. 23, pp. 329–346. doi: 10.1080/0729436042000235436


University of Glasgow – About us – Facts and figures – Student numbers [online]. (2015) Available at: http://www.gla.ac.uk/about/facts/studentnumbers/.


The games industry in numbers | Ukie [online]. (2016) Available at: http://ukie.org.uk/research#Who%20plays


University of Glasgow—Services A-Z - Planning and Business Intelligence—QlikView Student Headcount Profiles—Gender—Headcount of Students by Gender 2011-12 to 2015-16.. (2016) Available at: http://www.gla.ac.uk/services/planning/qv/gender/g1/.


Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomised trial. Computers & Education, 113, 86–97. doi: 10.1016/j.compedu.2017.05.016


Barr, M. (2018). Student attitudes to games-based skills development: Learning from video games in higher education. Computers in Human Behavior, 80, 283–294. doi: 10.1016/j.chb.2017.11.030


Zauszniewski, J. A., Lai, C.-Y., & Tithiphontumrong, S. (2006) ‘Development and testing of the resourcefulness scale for older adults’, Journal of Nursing Measurement, vol. 14, pp. 57–68. doi: 10.1891/jnum.14.1.57
Published
2020-02-28
How to Cite
Barr M. (2020). A cross-sectional study of video game play habits and graduate skills attainment. Research in Learning Technology, 28. https://doi.org/10.25304/rlt.v28.2326
Section
Original Research Articles