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Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
Affiliation:1. University of the West of Scotland, United Kingdom;2. Open University of the Netherlands, The Netherlands;1. Department of Psychology & Neuroscience, Dalhousie University, Halifax, NS, Canada;2. Department of Psychiatry, Dalhousie University, Halifax, NS, Canada;3. Brain Repair Centre, Dalhousie University, Halifax, NS, Canada;4. Department of Psychology, Saint Mary’s University, Halifax, NS, Canada;1. Marist College, United States;2. West Virginia University, United States;3. Pennsylvania State University, United States;1. University UNION – Nikola Tesla, Faculty of Management FAM, Njegoševa 1a, 21205 Sremski Karlovci, Serbia;2. Arab Open University, Business Faculty, Kuwait;3. University of Hafr Al-Batin, College of Business, Saudi Arabia;4. University of Belgrade, Faculty of Philology, Serbia;1. Department of Software Engineering, Atilim University, Ankara, 06836, Turkey;2. Department of Computer Engineering, Atilim University, Ankara, 06836, Turkey;3. Computer Technology and Information Systems, Bilkent University, Ankara, 06800, Turkey
Abstract:Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning there is a dearth of empirical evidence supporting the validity of the approach covering the wider context of gaming and education. This study presents a large scale gaming survey, involving 887 students from 13 different Higher Education (HE) institutes in Scotland and the Netherlands, which examines students' characteristics related to their gaming preferences, game playing habits, and their perceptions and thoughts on the use of games in education. It presents a comparison of three separate groups of students: a group in regular education in a Scottish university, a group in regular education in universities in the Netherlands and a distance learning group from a university in the Netherlands. This study addresses an overall research question of: Can computer games be used for educational purposes at HE level in regular and distance education in different countries? The study then addresses four sub-research questions related to the overall research question:
  • •What are the different game playing habits of the three groups?
  • •What are the different motivations for playing games across the three groups?
  • •What are the different reasons for using games in HE across the three groups?
  • •What are the different attitudes towards games across the three groups?
To our knowledge this is the first in-depth cross-national survey on gaming and education. We found that a large number of participants believed that computer games could be used at HE level for educational purposes and that further research in the area of game playing habits, motivations for playing computer games and motivations for playing computer games in education are worthy of extensive further investigation. We also found a clear distinction between the views of students in regular education and those in distance education. Regular education students in both countries rated all motivations for playing computer games as significantly more important than distance education students. Also the results suggest that Scottish students aim to enhance their social experience with regards to competition and cooperation, while Dutch students aim to enhance their leisurely experience with regards to leisure, feeling good, preventing boredom and excitement.
Keywords:Computer games  Empirical evidence  Motivations  Comparative study  Education
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