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22 Int'l J. Educ. Tech. Higher Educ. 1 (2025)

handle is hein.journals/intjedth22 and id is 1 raw text is: 

Zhong etal. IntiEduc TechnolHigh Educ (2025)22:1
https-//doi.org/10.1186/s41239-024-00500-2


International Journal of Educational
    Technology in Higher Education


  RESEARCH ARTICLE                                                                                Open Access


From gaming to reality: effectiveness of skills

transfer from competitive sandbox gaming

environment to near and far contexts


Yuchun   Zhong1 , Luke Kutszik Fryer'  Shiyue Zheng2  , Alex Shuml and Samuel Kai Wah Chu3


*Correspondence:
sunnyzhong33@connect.hku.hk
Faculty of Education (TAUC),
The University of Hong Kong,
Hong Kong, China
Faculty o Education
and Human Development, The
Education University of Hong
Kong, Hong Kong, China
s Department of Health
Sciences, School of Nursing
and Health Sciences, Hong Kong
Metropolitan University, Hong
Kong, China


SpringerOpen


  Abstract
  Esports or competitive video gaming has been increasingly utilized to enhance
  essential twenty-first century skills. However, there is limited evidence on the extent
  to which the skills acquired from a gaming environment can be transferred to other
  settings. This study employed an experimental design to investigate the effectiveness
  of a competitive sandbox game  environment  in enabling the transfer of the 4Cs skills
  to both near and far tasks, in contrast with a non-game environment. A cohort of 110
  students from a university were randomly allocated to both conditions for the 4Cs
  skills training.The skills transferability was measured through self reports, observa-
  tions, and interviews. The findings indicated no significant differences in the transfer
  of creativity, critical thinking, and communication skills in near and far settings fol-
  lowing both training environments. Interestingly, a competitive gaming environment
  significantly facilitated the transfer of collaboration skills to near tasks evidenced
  by performance-based  assessments. Moreover, although  the hypotheses 1 c and 3c
  were not statistically supported, the small to medium effect size suggests that there
  were practical differences between the groups in self reported collaboration skills
  in near and far tasks. Additionally, analysis of individual interviews with 41 participants
  indicated that the successful transference was attributed to an array of scaffolds (i.e.,
  mentorship, collaborative problem-solving environment, autonomy, and  guided
  checklists) while the failure to detect positive effects was explained by various con-
  straints (i.e., unfamiliarity with game rules, limited time, lack of practice, and established
  cognitive patterns).These findings add new insights into the literature on game-based
  learning and transfer of learning and inform researchers to further investigate the lon-
  gitudinal effect of skills transfer and retention in both academic and professional
  spheres.
  Keywords:   4Cs skills, Esports, Sandbox game, Competitive gaming environment, Skills
  transfer, Experimental design

Introduction
Esports or electronic sports, also known as competitive video gaming (Jenny et al., 2017)
has caught  enormous   scholarly interest in recent years (Scholz, 2020). Different from
educational games  that often face criticism for simple designs that are narrowly focused



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