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Article: More than just fun: Investigating students’ perceptions towards the potential of leveraging esports for promoting the acquisition of 21st century skills

TitleMore than just fun: Investigating students’ perceptions towards the potential of leveraging esports for promoting the acquisition of 21st century skills
Authors
Keywords21st century skills
Esports
Game genres
Game mechanisms and elements
Higher education
Natural language processing
Issue Date18-Nov-2024
PublisherSpringer
Citation
Education and Information Technologies, 2024 How to Cite?
AbstractEsports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of various types of esports on the acquisition of the 4Cs skills (critical thinking, creativity, collaboration, and communication) through the lenses of higher education students. A sequential mixed methods research design was adopted, with a questionnaire survey involving 628 participants followed by semi-structured interviews with 46 participants. The quantitative findings showed that the players generally perceived that esports can cultivate the 4Cs skills and their perception was significantly related to gaming experience, gaming frequency, and time spent on each gameplay. The higher level of engagement in games was associated with higher 4Cs skills. No significant difference was found in scores of the 4Cs skills across nine esports genres. Apart from statistical inferences, natural language process (NLP) techniques combined with thematic analysis were used to identify various mechanisms and elements of different games associated with the 4Cs skills development. The quantitative and qualitative findings collectively shed light on the potential of integrating esports elements into innovative pedagogies for promoting learning and developing the 4Cs skills for both life and career.
Persistent Identifierhttp://hdl.handle.net/10722/351873
ISSN
2023 Impact Factor: 4.8
2023 SCImago Journal Rankings: 1.301

 

DC FieldValueLanguage
dc.contributor.authorZhong, Yuchun-
dc.contributor.authorGuo, Kai-
dc.contributor.authorFryer, Luke Kutszik-
dc.contributor.authorChu, Samuel Kai Wah-
dc.contributor.authorDeng, Hao-
dc.date.accessioned2024-12-04T00:35:15Z-
dc.date.available2024-12-04T00:35:15Z-
dc.date.issued2024-11-18-
dc.identifier.citationEducation and Information Technologies, 2024-
dc.identifier.issn1360-2357-
dc.identifier.urihttp://hdl.handle.net/10722/351873-
dc.description.abstractEsports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of various types of esports on the acquisition of the 4Cs skills (critical thinking, creativity, collaboration, and communication) through the lenses of higher education students. A sequential mixed methods research design was adopted, with a questionnaire survey involving 628 participants followed by semi-structured interviews with 46 participants. The quantitative findings showed that the players generally perceived that esports can cultivate the 4Cs skills and their perception was significantly related to gaming experience, gaming frequency, and time spent on each gameplay. The higher level of engagement in games was associated with higher 4Cs skills. No significant difference was found in scores of the 4Cs skills across nine esports genres. Apart from statistical inferences, natural language process (NLP) techniques combined with thematic analysis were used to identify various mechanisms and elements of different games associated with the 4Cs skills development. The quantitative and qualitative findings collectively shed light on the potential of integrating esports elements into innovative pedagogies for promoting learning and developing the 4Cs skills for both life and career.-
dc.languageeng-
dc.publisherSpringer-
dc.relation.ispartofEducation and Information Technologies-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subject21st century skills-
dc.subjectEsports-
dc.subjectGame genres-
dc.subjectGame mechanisms and elements-
dc.subjectHigher education-
dc.subjectNatural language processing-
dc.titleMore than just fun: Investigating students’ perceptions towards the potential of leveraging esports for promoting the acquisition of 21st century skills-
dc.typeArticle-
dc.identifier.doi10.1007/s10639-024-13146-4-
dc.identifier.scopuseid_2-s2.0-85209371801-
dc.identifier.eissn1573-7608-
dc.identifier.issnl1360-2357-

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