2018
DOI: 10.1016/j.chb.2017.11.030
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Student attitudes to games-based skills development: Learning from video games in higher education

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Cited by 99 publications
(72 citation statements)
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“…Videos are generally prepared within applied lectures by instructors or students. This is regarded as the reflection of student-centered education (Barr, 2018;Birkollu, Yucesoy, Baglama, & Kanbul, 2017;Savov, Santonova, & Spassov, 2019). When students prepare videos; this increases social interaction, design, produce and evaluate their products and multi-dimensional recognition of the instructional field at the universities and Pham, Farrell, Vu and Vuong (2017) indicated that YouTube videos are both used for promoting the instructional practices at universities and attracting international students to universities throughout the world.…”
Section: Introductionmentioning
confidence: 99%
“…Videos are generally prepared within applied lectures by instructors or students. This is regarded as the reflection of student-centered education (Barr, 2018;Birkollu, Yucesoy, Baglama, & Kanbul, 2017;Savov, Santonova, & Spassov, 2019). When students prepare videos; this increases social interaction, design, produce and evaluate their products and multi-dimensional recognition of the instructional field at the universities and Pham, Farrell, Vu and Vuong (2017) indicated that YouTube videos are both used for promoting the instructional practices at universities and attracting international students to universities throughout the world.…”
Section: Introductionmentioning
confidence: 99%
“…Secondly, the benefit of games in terms of learning has been well documented (Barr, 2018;Sourmelis et al, 2017 Kluzer et al, 2018). While the transfer of creativity between games and real life was not the main focus of this study, the findings nevertheless highlights some important points concerning the use of games to develop transferrable creativity namely that being creative in games can act as a building block for further creative action outside of games.…”
Section: Discussionmentioning
confidence: 99%
“…Despite the various benefits of gameplay such as communication, resourcefulness and adaptability (Barr, 2017(Barr, , 2018 and metacognition and ICT literacy (Sourmelis et al, 2017), there are only a few studies that have primarily focused on creativity and gameplay. For example, Moffat et al…”
Section: Creativity Contextualized In Digital Gamesmentioning
confidence: 99%
“…A good attitude can bring good learning outcomes [26] . Teachers are asked to design learning so that they can make a positive attitude for students, such as video games based learning [27] [28] . Learning attitudes can also be influenced by non-academic factors, namely residence and age [29] .…”
Section: Student"s Attitudementioning
confidence: 99%