Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins

K. Kiili, Antero Lindstedt, Antti Koskinen, Hilma Halme, M. Ninaus, J. McMullen
{"title":"Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins","authors":"K. Kiili, Antero Lindstedt, Antti Koskinen, Hilma Halme, M. Ninaus, J. McMullen","doi":"10.17083/ijsg.v8i3.462","DOIUrl":null,"url":null,"abstract":"While game-based learning seems to be an effective instructional approach, the underlying learning and engagement mechanisms of games are still poorly understood. In the current study, we investigated to what extent flow experience and situational interest are different indicators of engagement in game-based learning. Fifty-two Finnish 5th graders played a game on fractions at home during COVID-19 enforced distance learning. Flow and situational interest measures were embedded directly into the game environment. Results revealed that although flow experience and situational interest constructs share similar components, they also differ. In particular, regression analysis indicated that situational interest is mostly related to immersive aspects of flow. Moreover, learning gains achieved by playing the game and situational interest were positively related – a relation not found with flow. Although flow was not related to learning gains, it seems to be a more competence-oriented construct than situational interest as it was positively correlated with in-game performance. The design of the game successfully supported weaker students with adaptive scaffolds and in-game self-reporting measures worked well. Taken together, even though situational interest and flow share similar components, both constructs are important for multifaceted assessment of engagement in game-based learning. Theoretical and practical implications for engagement research and game design are discussed.","PeriodicalId":196187,"journal":{"name":"Int. J. Serious Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Int. J. Serious Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17083/ijsg.v8i3.462","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13

Abstract

While game-based learning seems to be an effective instructional approach, the underlying learning and engagement mechanisms of games are still poorly understood. In the current study, we investigated to what extent flow experience and situational interest are different indicators of engagement in game-based learning. Fifty-two Finnish 5th graders played a game on fractions at home during COVID-19 enforced distance learning. Flow and situational interest measures were embedded directly into the game environment. Results revealed that although flow experience and situational interest constructs share similar components, they also differ. In particular, regression analysis indicated that situational interest is mostly related to immersive aspects of flow. Moreover, learning gains achieved by playing the game and situational interest were positively related – a relation not found with flow. Although flow was not related to learning gains, it seems to be a more competence-oriented construct than situational interest as it was positively correlated with in-game performance. The design of the game successfully supported weaker students with adaptive scaffolds and in-game self-reporting measures worked well. Taken together, even though situational interest and flow share similar components, both constructs are important for multifaceted assessment of engagement in game-based learning. Theoretical and practical implications for engagement research and game design are discussed.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于游戏的学习中的心流体验和情境兴趣:表兄弟或同卵双胞胎
虽然基于游戏的学习似乎是一种有效的教学方法,但人们对游戏的潜在学习和参与机制仍然知之甚少。在当前的研究中,我们调查了心流体验和情境兴趣在多大程度上是基于游戏的学习中参与的不同指标。52名芬兰五年级学生在新冠肺炎强制远程学习期间在家玩分数游戏。心流和情境兴趣测量直接嵌入到游戏环境中。结果表明,虽然心流体验和情境兴趣结构具有相似的成分,但它们也存在差异。特别是,回归分析表明情境兴趣主要与心流的沉浸性方面有关。此外,通过玩游戏获得的学习收益与情境兴趣呈正相关,而与心流没有发现这种关系。尽管心流与学习收益无关,但它似乎是一种比情境兴趣更以能力为导向的结构,因为它与游戏中的表现呈正相关。游戏的设计成功地为较弱的学生提供了适应性支架,游戏内的自我报告措施也很有效。综上所述,尽管情境兴趣和心流具有相似的成分,但这两种结构对于基于游戏的学习的参与度的多方面评估都很重要。讨论了粘性研究和游戏设计的理论和实践意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles How ChatGPT can inspire and improve serious board game design Toward a framework for analyzing adaptive digital games' research effectiveness Editorial, Vol. 10, No. 4 Introduction to the Special Issue on GaLA Conf 2022
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1