Abstract
Graduate attributes are the skills and competencies that students are said to develop in higher education, over and above those related directly to their degree subject. They are typically aligned with the notion of life-long learning and, at university level, attributes such as critical thinking, communication skill, and adaptability are associated with graduates’ employability. This chapter describes how video games might relate to the development of graduate attributes, arguing that this is where the utility of games in higher education lies. However, if we are to make any claims about the development of graduate attributes at university, means of measuring gains in attribute attainment are required. Noting that such measurement is not straightforward, potential quantitative measures for a range of typical graduate attributes are discussed. However, attributes which are not readily quantified, such as those concerned with ethical and social awareness or reflective learning, are probably best explored by qualitative means. The chapter concludes by suggesting that, in the absence of quantitative measures, perhaps the most effective method of determining a person’s attribute attainment is simply to ask them.
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Known as the Spellings’ Commission after the US Secretary of Education (2005–2009), Margaret Spellings.
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Barr, M. (2019). Graduate Attributes and Games. In: Graduate Skills and Game-Based Learning. Digital Education and Learning. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-27786-4_2
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