ERIC Number: ED600323
Record Type: Non-Journal
Publication Date: 2019
Pages: 116
Abstractor: As Provided
ISBN: 978-0-4389-3222-7
ISSN: EISSN-
EISSN: N/A
Student Perceptions of How Past Video Game Playing Affects College Readiness
Westcott, Frank Michael
ProQuest LLC, Ed.D. Dissertation, Northcentral University
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived experiences of current community college students regarding their past video game playing habits. Community college students are typically under-prepared for college and most do not graduate. Those who do succeed often bring with them certain non-cognitive skills that enable them to compensate for their lack of academic preparation. Fifty-one students from a community college in Westchester County, NY responded to the invitation to participate in this study. Forty-six students were included in this study because they were considered under-prepared for college but were on track to graduate and had a history of playing video games while they were in middle and high school. Data were collected via an online, anonymous survey. The responses to the interview questions were analyzed to gain an understanding of the perspectives of these under-prepared college students who were succeeding when most in their position fail. The strengths and skills they possessed that they attributed to their success in college were analyzed along with the types of video games they played when they were younger. Patterns emerged from the data analysis that supported and expanded the existing research into the skills and attributes inherent in successful under-prepared college students. The new finding, unique to this study, is that the shared skills and strengths that the under-prepared college students attributed to their success were developed or refined through a history of video game playing while they were in middle and high school. Recommendations for future research include long-term longitudinal studies following middle school students through high school and college and multiple regressions analyzing past video game habits and current college success. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills, Transfer of Training, Middle School Students, High School Students, Adolescents, Two Year College Students, Community Colleges, Prior Learning, Habit Formation
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: Junior High Schools; Middle Schools; Secondary Education; High Schools; Two Year Colleges; Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: New York
Grant or Contract Numbers: N/A