Exploratory study examines how a Game Café enhances motivation and skill development in higher education, suggesting new learning environments.
Game-based learning (GBL) has increasingly been recognized as a valuable approach for supporting student engagement, motivation, and skill development in educational settings. However, comparatively little research has examined analog gameplay within informal, co-curricular higher education environments. Grounded in Self-Determination Theory (SDT), this exploratory study examined students’ perceptions of their experiences at a university’s Academic Skills Centre’s (ASC) Game Café (not course-based), with particular attention to motivation, social engagement, and perceived academic skill development. Using a descriptive, cross-sectional survey design, data were collected from 44 student participants through a researcher-developed survey consisting of Likert-scale and open-ended questions. Quantitative data were analyzed using descriptive statistics, while qualitative responses were thematically coded. Internal consistency analyses demonstrated acceptable to strong reliability across survey scales (Q6 α = 0.70; Q7 α = 0.89). Findings indicated that students perceived a consistent association between the Game Café and positive emotional experiences, collaboration, peer interaction, and the perceived development of transferable skills such as communication, critical thinking, and problem-solving. Participants also described the café as a low-pressure and socially supportive environment that fostered motivation and informal learning beyond the classroom. Overall, the findings suggest that analog, co-curricular game-based environments may support students’ perceived engagement, belonging, and learning within higher education contexts.
No takes yet. Share an insight, caveat, or question.
Garbati et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: