Predictors of Flow Experience and Knowledge Acquisition in a STEM Game

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH
Jiahui Wang
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引用次数: 0

Abstract

Prior work systematically investigating the factors contributing to flow experience and learning in educational games is scarce. The relationship between learners’ acceptance of the game and individual difference variables relevant to game-based learning and learners’ flow experience and learning still needs to be systematically explored. To address the gap in knowledge, the study aimed to systematically examine whether variables of technology acceptance and individual differences relevant to game-based learning may predict flow experience and knowledge acquisition in an educational game. A total of 69 undergraduate students participated in the current study. Results indicated students’ flow experience was predicted by some constructs of technology acceptance, namely, perceived playfulness and perceived attractiveness of the game. Five constructs of technology acceptance of the game, however, did not significantly predict learners’ knowledge acquisition, although the correlation between perceived playfulness and knowledge acquisition from the game approached significance. Prior knowledge was found to be a negative predictor of knowledge acquisition from the game, that is, those with insufficient prior knowledge achieved greater knowledge acquisition from the game. Findings were discussed, and suggestions for future research were provided.
STEM游戏中心流体验与知识获取的预测因子
在此之前,系统地研究影响教育游戏中心流体验和学习的因素的工作很少。学习者对游戏的接受程度和与游戏学习相关的个体差异变量与学习者的心流体验和学习之间的关系还需要系统探讨。为了解决知识差距问题,本研究旨在系统地考察与游戏学习相关的技术接受度和个体差异变量是否可以预测教育游戏中的心流体验和知识获取。本研究共有69名本科生参与。结果表明,学生的心流体验可以通过技术接受的一些构念来预测,即游戏的感知可玩性和感知吸引力。然而,游戏的技术接受度的五个构念并不能显著预测学习者的知识习得,尽管感知的游戏性与从游戏中习得的知识之间的相关性接近显著。研究发现,先验知识对游戏知识获取具有负向预测作用,即那些先验知识不足的人从游戏中获得的知识更多。对研究结果进行了讨论,并对今后的研究提出了建议。
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
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