Evaluating the efficacy of digital games to develop communication skills in an arts environment

Hollins, Paul ORCID: 0000-0003-1739-9882, Humphreys, S., Yaun, Li and Sleightholme, G. (2018) Evaluating the efficacy of digital games to develop communication skills in an arts environment. Computers and Education. ISSN 0360-1315 (In Press)

Evaluating the efficacy of digital games to develop communication skills.pdf

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Much has been written about the theoretical potential of digital games to transform teaching and learning and to offer new forms of digital assessment; yet the education system in the United Kingdom (UK) is arguably still focused exclusively on the assessment and reward of individual effort and achievement. This can be at odds with the requirements of twenty-first century working environments and in the requirements for developing the personal employability characteristics of students. Engaging students in authentic collaborative project work that requires sophisticated and coordinated communication can present real challenges. Employers are increasingly demanding as prerequisite that graduates have highly developed communication and collaborative team working skills for opportunities in the digital industries such as Games Design, however Games Design students are often quite isolated in their personal industry related practice, working methods and their online lifestyles and lack the "soft skills" which would enable them to work successfully within a team. The authors elaborate on how Hull School of Art and Design has attempted to address this problem through the implementation of an Applied Game, the "Watercooler Game", for their Games Industry undergraduates. They present their reflections on the rationale behind the pedagogic approach, the decision to develop an applied game to address their pedagogic challenges and their experience of working with a commercial Games Developer in producing the game. Using a sophisticated evaluation framework, devised as part of the EU Horizon 2020 funded Realising an Applied Gaming Eco-system (RAGE) project, the authors present the initial findings of their evaluation of game from a multidimensional perspective. The pedagogic approach, the technical approach adopted by the developers of the game (an open source asset based approach) and the pedagogic efficacy of the game through evaluation of the learning objectives achieved and how these finding may be applicable in a wider educational context.

Item Type: Article
Uncontrolled Keywords: digital, game, pedagogy, skills
Divisions: University of Bolton Research Centres > Institute for Educational Cybernetics
Depositing User: Sarah Taylor
Date Deposited: 09 Mar 2018 13:10
Last Modified: 25 Jan 2021 11:17
URI: http://ubir.bolton.ac.uk/id/eprint/1408

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