Unlocking the potential of game-based learning for soft skills development: A comprehensive review
DOI:
https://doi.org/10.37134/jictie.vol10.2.3.2023Keywords:
game-based learning, soft skills development, educational technologies, teaching strategiesAbstract
Soft skills are critical for undergraduate students to succeed in the workplace, but there exists a gap between the skills possessed by undergraduate students and those required by the industry. This review explores the use of game-based learning (GBL) for developing soft skills among undergraduate students. The review aims to answer four research questions that cover essential aspects of GBL, such as its theoretical foundation, skill development, game design elements, and assessment methods. Following the Preferred Reporting for Systematic Reviews and Meta-Analysis (PRISMA) guidelines, we selected 24 journal articles with empirical results from Scopus databases spanning 2017 to 2023, applying inclusion and exclusion criteria to finalize 18 articles for review. The review identified potential challenges in using GBL for soft skills development, such as the exploration of least developed soft skills, effectiveness of theoretical foundation adoption, game design elements development, and validation of assessment methods. This study aims to provide recommendations for game designers and educators to enhance GBL for soft skills development. The study proposes integrating established learning theories with emerging technologies and social media to provide a personalised learning experience, exploring generative AI in soft skills games, designing open-ended or sandbox game environments to develop innovation skills, incorporating in-game assessment features to assess self-management skills, aligning game rewards with learning objectives, encouraging peer-to-peer assessment, and collaborating with psychometricians to align captured data with the intended soft skills assessment. The study also highlights limitations and suggests future studies to address them, such as adopting emerging technologies to address limitations. Overall, the study contributes to the understanding of GBL for soft skills development and provides valuable insights and recommendations for future research and practice in this domain.
Downloads
References
Agbo, F. J., Olaleye, S. A., Bower, M., & Oyelere, S. S. (2023). Examining the relationships between students’ perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini-games to foster computational thinking in higher education. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00233-1
Almeida, F., Buzady, Z., & Ferroc, A. (2021). Exploring the role of a serious game in developing competencies in higher tourism education. Journal of Hospitality, Leisure, Sport & Tourism Education, 29, 100347. https://doi.org/10.1016/j.jhlste.2021.100347
Almeida, F. & Morais, J. (2023). Strategies for developing soft skills among higher engineering courses. Journal of Education, 203(1), 103-112. https://doi.org/10.1177/00220574211016417
Bacelo, A., & Gómez-Chacón, I. M. (2023). Characterising algorithmic thinking: A university study of unplugged activities. Thinking Skills and Creativity, 48, 101284. https://doi.org/10.1016/j.tsc.2023.101284
Bradberry, T. (2017, February 13). Why you need emotional intelligence. World Economic Forum. https://www.weforum.org/agenda/2017/02/why-you-need-emotional-intelligence/
Bradberry, T. (2020, February 17). How emotional intelligence can benefit your career - and your life. World Economic Forum. https://www.weforum.org/agenda/2020/02/emotional-intelligence-career-life-personal-development/
Dell’Aquila, E., Marocco, D., Ponticorvo, M., di Ferdinando, A., Schembri, M., & Miglino, O. (2017). Educational games for soft skills training in digital environments: New perspectives. Springer.
Dyer, J., Gregersen, H. B., & Christensen, C. M. (2011). The innovator’s DNA: Mastering the five skills of disruptive innovators. Harvard Business Press.
Elbanna, S., & Armstrong, L. (2023). Exploring the integration of ChatGPT in education: adapting for the future. Management & Sustainability: An Arab Review. https://doi.org/10.1108/MSAR-03-2023-0016
Emblen-Perry, K. (2018). Enhancing student engagement in business sustainability through games. International Journal of
Sustainability in Higher Education, 19(5), 858-876. https://doi.org/10.1108/IJSHE-05-2017-0075
Feroz, H. M., Zulfiqar, S., Noor, S., & Huo, C. (2021). Examining multiple engagements and their impact on students’ knowledge acquisition: The moderating role of information overload. Journal of Applied Research in Higher Education, 14(1), 366–393. https://doi.org/10.1108/jarhe-11-2020-0422
Fronzetti Colladon, A., Toschi, L., Ughetto, E., & Greco, F. (2023). The language and social behaviour of innovators. Journal of Business Research, 154, 113317. https://doi.org/10.1016/j.jbusres.2022.113317
Gris, G., & Bengtson, C. (2021). Assessment measures in game-based learning research. International Journal of Serious Games, 8(1), 3–26. https://doi.org/10.17083/ijsg.v8i1.383
Huang, Y.-M., Silitonga, L. M., & Wu, T.-T. (2022). Applying a business simulation game in a flipped classroom to enhance
engagement, learning achievement, and higher-order thinking skills. Computers & Education, 104494. https://doi.org/10.1016/j.compedu.2022.104494
Hsu, F. H., Lin, I. H., Yeh, H. C., & Chen, N. S. (2022). Effect of Socratic reflection prompts via video-based learning system
on elementary school students’ critical thinking skills. Computers & Education, 183. https://doi.org/10.1016/j.compedu.2022.104497
Jan, M., & Gaydos, M. (2016). What is game-based learning? Past, present, and future. Educational Technology, 56(3), 6–11. http://www.jstor.org/stable/44430486
Kautz, T., Heckman, J. J., Diris, R., ter Weel, B., & Borghans, L. (2017). Fostering and measuring skills: improving cognitive and non-cognitive skills to promote lifetime success. OECD Education Working Papers. https://doi.org/10.1787/19939019
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley.
Kinio, A. E., Dufresne, L., Brandys, T., & Jetty, P. (2019). Break out of the classroom: The use of escape rooms as an alternative
teaching strategy in surgical education. Journal of Surgical Education, 76(1), 134–139. https://doi.org/10.1016/j.jsurg.2018.06.030
Krath, J., Schurmann, L., & Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games, and game-based learning. Computers in Human Behaviour, 125(1). https://doi.org/10.1016/j.chb.2021.106963
Lampropoulos, G., Keramopoulos, E., Diamantaras, K. I., & Evangelidis, G. (2023). Integrating augmented reality, gamification, and serious games in computer science education. Education Sciences, 13(6), 618. https://doi.org/10.3390/educsci13060618
Li, L. (2022). Reskilling and upskilling the future-ready workforce for Industry 4.0 and beyond. Information Systems Frontiers, 24(3). Springer. https://doi.org/10.1007/s10796-022-10308-y
Martín-Hernández, P., Gil-Lacruz, M., Gil-Lacruz, A. I., Azkue-Beteta, J. L., Lira, E. M., & Cantarero, L. (2021). Fostering university students’ engagement in teamwork and innovation behaviours through game-based learning (GBL). Sustainability, 13(24), 13573. https://doi.org/10.3390/su132413573
Meta. (n.d.). Welcome to the Meta Quest Safety Center. Retrieved November 16, 2023, from https://www.meta.com/quest/safety-center/
Morrell, B. L. M., Eukel, H. N., & Santurri, L. E. (2020). Soft skills and implications for future professional practice: qualitative findings of a nursing education escape room. Nurse Education Today, 93, 104462. https://doi.org/10.1016/j.nedt.2020.104462
Organisation for Economic Co-operation and Development. (2021). OECD digital education outlook 2021: Pushing the frontiers with artificial intelligence, blockchain and robots. Organisation for Economic Co-operation and Development. https://doi.org/10.1787/589b283f-en
Pelser-Carstens, V., & Blignaut, A.S. (2018). Towards a table-top board game for South African higher education accountancy students. International Journal of Social Sciences, 10(1), 66-81.
Petri, G., & Wangenheim, C. G. (2017). How games for computing education are evaluated? A systematic literature review. Computers & Education, 107, 68–90. https://doi.org/10.1016/j.compedu.2017.01.004
Poděbradská, M., Noel, M., Bathke, D. J., Haigh, T. R., & Hayes, M. J. (2020). Ready for drought? A community resilience role-playing game. Water, 12(9), 2490. http://dx.doi.org/10.3390/w12092490
Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review research. Journal of Computers in Human Behaviour, 63, 50-58. http://dx.doi.org/10.1016/j.chb.2016.05.023
Ragavan, N. A., Balasubramanian, K., & Francis, R. (2021). Rethinking the learning space to build 21st century learning skills: Bringing simulation-based gamification to the hospitality higher education. Asia-Pacific Journal of Innovation in Hospitality and Tourism, 10(2), 95–101. https://fslmjournals.taylors.edu.my/wp-content/uploads/APJIHT/APJIHT-2021-10-2/APJIHT-2021-P6-10-2.pdf
Repetto, M., Bruschi, B., & Talarico, M. (2023). Key issues and pedagogical implications in the design of digital educational escape rooms. Journal of E-Learning and Knowledge Society, 19(1), 67-74. https://doi.org/10.20368/1971-8829/1135749
Rosnov, D., & Roberts, M. C. (2005). Information processing theory. Encyclopedia of Human Development. Sage Knowledge. https://doi.org/10.4135/9781412952484.n349
Solarte, H. A., Tobar, H. F., Mesa, J. H., Trefftz, H., & Osorio, D. M. (2021). Changing perceptions about entrepreneurship and industry-related aspects and fostering innovation skills using a video game. Interactive Technology and Smart Education, 18(1), 104-118. https://doi.org/10.1108/itse-10-2020-0220
Skritsovali, K. (2023). Learning through playing: Appreciating the role of gamification in business management education during and after the COVID-19 pandemic. Journal of Management Development, 42(5), 388-398. https://doi.org/10.1108/jmd-04-2023-0124
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behaviour, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital GBL for professional upskilling: A review. Computers & Education, 184. 104518. https://doi.org/10.1016/j.compedu.2022.104518
The Foundation for Critical Thinking. (n.d). Defining critical thinking. Criticalthinking.org. Retrieved November 6, 2023, from https://www.criticalthinking.org/pages/defining-critical-thinking/766
Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J.-M., Morisseau, T., Bourgeois-Bougrine, S., Vinchon, F., El Hayek, S., Augereau-Landais, M., Mourey, F., Feybesse, C., Sundquist, D., & Lubart, T. (2023). Creativity, critical thinking, communication, and collaboration: assessment, certification, and promotion of 21st century skills for the future of work and education. Journal of Intelligence, 11(3), 54. https://doi.org/10.3390/jintelligence11030054
Tian, N., Lopes, P., & Boulic, R. (2022). A review of cybersickness in head-mounted displays: Raising attention to individual susceptibility. Virtual Reality 26, 1409–1441. https://doi.org/10.1007/s10055-022-00638-2
Uiphanit, T., Bhattarakosol, P., Suanpong, K., Iamsupasit, S., & Wongwan, C. (2020). Chibumons: A positive effect on game to undergraduate students. International Journal of Emerging Technologies in Learning, 15(01), 222–230. https://doi.org/10.3991/ijet.v15i01.11502
Urban, A. C. (2019). Serious games for information literacy: A scoping review and design recommendations. Library Hi Tech, 37(4), 679–698. https://doi.org/10.1108/lht-01-2019-0010
Urquidi-Martín, A., Tamarit-Aznar, C., & Sánchez-García, J. (2019). Determinants of the effectiveness of using renewable resource management-based simulations in the development of critical thinking: An application of the experiential learning theory. Sustainability, 11(19), 5469. https://doi.org/10.3390/su11195469
Viale, R., Gallagher, S., & Gallese, V. (2023). Bounded rationality, enactive problem solving, and the neuroscience of social interaction. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1152866
Wong, J. Y.-H., Ko, J., Nam, S., Kwok, T., Lam, S., Cheuk, J., Chan, M., Lam, V., Wong, G. T., Ng, Z. L., & Wai, A. K.-C. (2021). Virtual ER, a serious game for interprofessional education to enhance teamwork in medical and nursing undergraduates: development and evaluation study. JMIR Serious Games, 10(3). https://doi.org/10.2196/preprints.35269
World Economic Forum. (2020). The future of jobs report 2020. https://www3.weforum.org/docs/WEF_Future_of_Jobs_2020.pdf
Whiting, K. (2022). These are the top 10 jobs tomorrow- and how long it takes to learn them. World Economic Forum. https://www.weforum.org/agenda/2020/10/top-10-work-skills-of-tomorrow-how-long-it-takes-to-learn-them/
World Economic Forum. (2023, May). Future of jobs report: Insight Report May 2023. https://www3.weforum.org/docs/WEF_Future_of_Jobs_2023.pdf
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30(2020), 100326. https://doi.org/10.1016/j.edurev.2020.100326
Zichermann, G., & Cunningham, C. (2011). Gamification by design: implementing game mechanics in web and mobile apps. O’Reilly Media.
Zohaib, M. (2018). Dynamic Difficulty Adjustment (DDA) in computer games: A review. Advances in Human-Computer Interaction, 2018, 1–12. https://doi.org/10.1155/2018/5681652
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Bee Sian Tan, Kim Soon Chong
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.