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Investigating the Effectiveness of Competitive Sandbox Gaming Environment in the Cultivation of 4Cs Competencies (Poster 16)

Sun, April 27, 1:30 to 3:00pm MDT (1:30 to 3:00pm MDT), The Colorado Convention Center, Floor: Exhibit Hall Level, Exhibit Hall F - Poster Session

Abstract

This study investigated the efficacy of integrating esports, or competitive video gaming, in fostering communication, collaboration, creativity, and critical thinking (4Cs Competencies). 110 university students were involved in the randomized experimental study. The experimental group (N=55) engaged in competitive sandbox-based experiential learning (CGBEL) while the control group (N=55) participated in nongame teacher-led skills training. Both groups engaged in 10-hour intensive skills training sessions over three weeks. Data for competency assessment included prior knowledge tests, questionnaire surveys, and student performance. Findings showed no significant difference in 4Cs knowledge acquisition between the two groups. However, students in CGBEL reported more effective 4Cs skills development. These findings contribute insights into the complexity of competency development through competitive sandbox game learning environment.

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