The effects of gamification on students’ flow experience: a controlled experimental study
The effects of gamification on students’ flow experience: a controlled experimental study
Gamification is commonly employed to support the formation of positive psychological states and learning outcomes, with one of the primary psychological factors chiefly relevant to learning being the flow state. However, the effects of gamification on students' flow experience are still little known. Filling this gap, we conducted a between-subjects controlled experiment (N = 65) to analyze the effects of gamification on students' flow experience. Using descriptive and inferential statistical techniques, we compared the flow experience between participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the employed gamification design did not affect students' flow experience. Our study contributes especially to educational technologies and gamification fields, demonstrating that gamification may not affect students' flow experience.
Brambilla, Andrea
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Oliveira, Wilk
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Dantas Scaico, Pasqueline
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Hamari, Juho
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Li, Zhaoxing
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Shi, Lei
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Dindar, Muhterem
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Brambilla, Andrea
a6fd1848-4947-47df-be63-312cc92efe95
Oliveira, Wilk
1c74ee38-fc1b-4307-8d98-9783758799d7
Dantas Scaico, Pasqueline
62f7bbd3-dd0e-45fa-a4ec-6c7b3e8e2b45
Hamari, Juho
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Li, Zhaoxing
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Shi, Lei
263b9105-b1cb-429e-aab9-a7355dcc7282
Dindar, Muhterem
308be8c1-b5a6-4f16-946f-9e66276375c4
Brambilla, Andrea, Oliveira, Wilk, Dantas Scaico, Pasqueline, Hamari, Juho, Li, Zhaoxing, Shi, Lei and Dindar, Muhterem
(2024)
The effects of gamification on students’ flow experience: a controlled experimental study.
In The 24th IEEE International Conference on Advanced Learning Technologies.
5 pp
.
(Submitted)
Record type:
Conference or Workshop Item
(Paper)
Abstract
Gamification is commonly employed to support the formation of positive psychological states and learning outcomes, with one of the primary psychological factors chiefly relevant to learning being the flow state. However, the effects of gamification on students' flow experience are still little known. Filling this gap, we conducted a between-subjects controlled experiment (N = 65) to analyze the effects of gamification on students' flow experience. Using descriptive and inferential statistical techniques, we compared the flow experience between participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the employed gamification design did not affect students' flow experience. Our study contributes especially to educational technologies and gamification fields, demonstrating that gamification may not affect students' flow experience.
Text
The_Effects_of_Gamification_on_Students__Flow_Experience__A_Controlled_Experimental_Study
- Author's Original
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Submitted date: 6 July 2024
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Local EPrints ID: 492679
URI: http://eprints.soton.ac.uk/id/eprint/492679
PURE UUID: 3d30892c-2a1a-41f1-82ee-8d7dccaa1741
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Date deposited: 12 Aug 2024 16:33
Last modified: 13 Aug 2024 02:08
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Contributors
Author:
Andrea Brambilla
Author:
Wilk Oliveira
Author:
Pasqueline Dantas Scaico
Author:
Juho Hamari
Author:
Zhaoxing Li
Author:
Lei Shi
Author:
Muhterem Dindar
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