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Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning

Brianno Coller; David J. Shernoff; Elizabeth Rowe; Jodi Asbell-Clarke; Juho Hamari; Teon Edwards

dc.contributor.authorBrianno Coller
dc.contributor.authorDavid J. Shernoff
dc.contributor.authorElizabeth Rowe
dc.contributor.authorJodi Asbell-Clarke
dc.contributor.authorJuho Hamari
dc.contributor.authorTeon Edwards
dc.date.accessioned2022-10-28T14:19:32Z
dc.date.available2022-10-28T14:19:32Z
dc.identifier.urihttps://www.utupub.fi/handle/10024/170700
dc.description.abstract<p>In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (<em>N</em> = 173) of two learning games (<em>Quantum Spectre</em>: <em>N</em> = 134 and <em>Spumone</em>: <em>N</em> = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.<br /></p>
dc.language.isoen
dc.publisherElsevier
dc.titleChallenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning
dc.identifier.urnURN:NBN:fi-fe2021042715858
dc.relation.volume54
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|
dc.contributor.organization-code2602214
dc.converis.publication-id17789052
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/17789052
dc.format.pagerange170
dc.format.pagerange179
dc.identifier.jour-issn0747-5632
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeJournal article
dc.relation.doi10.1016/j.chb.2015.07.045
dc.relation.ispartofjournalComputers in Human Behavior
dc.year.issued2016


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