The Effects of Gamification on Students' Flow Experience

IF 4.6 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Zhaoxing Li, Lei Shi
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引用次数: 0

Abstract

Background

Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly motivating state associated with the learning process.

Objectives

To address this gap, we examined the impact of gamification on students' flow experience within a learning management system.

Methods

We conducted a controlled between-subjects experiment (N = 65) in which participants in the experimental group interacted with a gamified version of the system, which incorporated a typical gamification design consisting of a collection of various game elements that constituted a form of meta-game interaction around the learning activity (as opposed to, for example, serious games or game-based learning). In contrast, the participants in the control group used the same system with the same educational tasks but without gamification. We used descriptive and inferential statistical methods (i.e., Mann–Whitney U test) to compare the students' flow experience between the groups.

Results and Conclusions

The results reveal that the influence of gamification on students' flow experience was not statistically significant. These findings suggest that current gamification designs may not effectively facilitate flow in educational contexts, highlighting the need for further research and development to align gamification with desired educational outcomes.

Abstract Image

游戏化对学生心流体验的影响
近年来,游戏化已被用于增强学生在教育环境中的体验,并帮助学生获得最佳体验。然而,关于游戏化对特定心理体验的影响的经验证据有限,例如学生的心流体验,这是一种与学习过程相关的高度激励状态。为了解决这一差距,我们研究了在学习管理系统中游戏化对学生流动体验的影响。我们进行了一项受控的受试者间实验(N = 65),在实验中,实验组的参与者与系统的游戏化版本进行互动,该系统结合了典型的游戏化设计,包括各种游戏元素的集合,这些元素构成了围绕学习活动的元游戏互动形式(与严肃游戏或基于游戏的学习相反)。相比之下,控制组的参与者使用相同的系统进行相同的教育任务,但没有游戏化。我们使用描述性和推断性统计方法(即Mann-Whitney U检验)来比较两组学生的流动体验。结果与结论游戏化对学生流动体验的影响无统计学意义。这些发现表明,当前的游戏化设计可能无法有效地促进教育环境中的心流,因此需要进一步的研究和开发,以使游戏化与期望的教育成果相结合。
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来源期刊
Journal of Computer Assisted Learning
Journal of Computer Assisted Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.70
自引率
6.00%
发文量
116
期刊介绍: The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope
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