Towards to Flow State Identification in Educational Games: An Empirical Study
Resumo
Flow Theory has been discussed in several aspects in the last decades, in different domains, such as work, social life, and educational technologies, among others. Particularly in the field of educational games, a series of discussions have been conducted in the academic, for instance, the importance to design activities to lead students to flow state and identify students’ flow experience during educational games. This study has conducted an experiment in order to identify the students’ flow experience in 19 Brazilians elementary school students using a flow state scale specific to the field of educational games. The main results indicate the flow state scale was capable of measure the students’ experience, however, most of the students did not reach the complete flow experience during the game.
Palavras-chave:
Flow State, Educational Games, Student Experience
Referências
Admiraal, W., Huizinga, J., Akkerman, S., & Ten Dam, G. (2011) “The concept of flow in collaborative game-based learning”. In: Computers in Human Behavior, 27(3), 1185-1194.
Anderson, C. A., & Gentile, D. A. (2014). Violent Video Game effects on Aggressive thoughts, feelings, physiology, and Behavior. Media Violence and Children: A Complete Guide for Parents and Professionals, 229.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
Csikszentmihalyi M. (1990) “Flow: The psychology of optimal experience”. New York: Harper-Collins.
Csikszentmihalyi, M. (1975) “Beyond boredom and anxiety”. Jossey-Bass Publishers. pp. 10 ISBN 978-0-7879-5140-5. Retrieved 10 July 2015.
Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013) “Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning”. Computers in Human Behavior, 29(3), 1113-1121.
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52(1), 101-112.
Hoffman, D. L., & Novak, T. P. (1996) “Marketing in hypermedia computer-mediated environments: Conceptual foundations”. Journal of Marketing, 60(2), 50–68.
Hong, J. C., Hwang, M. Y., Chen, W. C., Lee, C. C., Lin, P. H., & Chen, Y. L. (2013). Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory. Computers & Education, 69, 369-376.
Hou, H. T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in human behavior, 48, 424-435.
Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of sport and exercise psychology, 18, 17-35.
Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91.
Linehan, C., Bellord, G., Kirman, B., Morford, Z. H., & Roche, B. (2014, October). Learning curves: analyzing pace and challenge in four successful puzzle games. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 181-190). ACM.
Massimini, F., & Carli, M. (1988). The systematic assessment of flow in daily experience.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42.
Oliveira, W., Neto, S., da Silva Junior, C. G., & Bittencourt, I. I. (2015, October). Avaliação de Jogos Educativos: Uma Abordagem no Ensino de Matemática. In Brazilian Symposium on Computers in Education (Vol. 26, No. 1, p. 657) (in Portuguese).
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in human behavior, 21(5), 745-771.
Rodriguez-Sanchez, A. M., & Schaufeli, W. B. (2008) “Flow experience among information and communication technology user”. Psychological Reports, 102, 29–39.
Sala, T. (2013) “Game Design Theory Applied: The Flow Channel”. Available on the Internet at [link] . Accessed May, 19th, 2015.
Santos, W. O., Bittencourt, I. I., Isotani, S., Silveira, F. I., & Marques, L. B. (2015). Challenges of Flow Theory Applied to Computers in Education. In IV Workshop of Challenges of Computer in Education. Recife–PE, Brazil.
Santos, W. O.; da Silva, A. P.; Silva Junior, C. G. (2014) “Conquistando com o Resto: Virtualização de um Jogo para o Ensino de Matemática”. In: Anais do Simpósio Brasileiro de Informática na Educação (SBIE). p. 317-321 (in Portuguese).
Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
Scoresby, J., & Shelton, B. E. (2011). Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments. Instructional Science, 39(3), 227-254.
Yoshida, K., Asakawa, K., Yamauchi, T., Sakuraba, S., Sawamura, D., Murakami, Y., & Sakai, S. (2013). The flow state scale for occupational tasks: development, reliability, and validity. Hong Kong Journal of Occupational Therapy, 23(2), 54-61.
Anderson, C. A., & Gentile, D. A. (2014). Violent Video Game effects on Aggressive thoughts, feelings, physiology, and Behavior. Media Violence and Children: A Complete Guide for Parents and Professionals, 229.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
Csikszentmihalyi M. (1990) “Flow: The psychology of optimal experience”. New York: Harper-Collins.
Csikszentmihalyi, M. (1975) “Beyond boredom and anxiety”. Jossey-Bass Publishers. pp. 10 ISBN 978-0-7879-5140-5. Retrieved 10 July 2015.
Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013) “Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning”. Computers in Human Behavior, 29(3), 1113-1121.
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52(1), 101-112.
Hoffman, D. L., & Novak, T. P. (1996) “Marketing in hypermedia computer-mediated environments: Conceptual foundations”. Journal of Marketing, 60(2), 50–68.
Hong, J. C., Hwang, M. Y., Chen, W. C., Lee, C. C., Lin, P. H., & Chen, Y. L. (2013). Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory. Computers & Education, 69, 369-376.
Hou, H. T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in human behavior, 48, 424-435.
Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of sport and exercise psychology, 18, 17-35.
Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91.
Linehan, C., Bellord, G., Kirman, B., Morford, Z. H., & Roche, B. (2014, October). Learning curves: analyzing pace and challenge in four successful puzzle games. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 181-190). ACM.
Massimini, F., & Carli, M. (1988). The systematic assessment of flow in daily experience.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42.
Oliveira, W., Neto, S., da Silva Junior, C. G., & Bittencourt, I. I. (2015, October). Avaliação de Jogos Educativos: Uma Abordagem no Ensino de Matemática. In Brazilian Symposium on Computers in Education (Vol. 26, No. 1, p. 657) (in Portuguese).
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in human behavior, 21(5), 745-771.
Rodriguez-Sanchez, A. M., & Schaufeli, W. B. (2008) “Flow experience among information and communication technology user”. Psychological Reports, 102, 29–39.
Sala, T. (2013) “Game Design Theory Applied: The Flow Channel”. Available on the Internet at [link] . Accessed May, 19th, 2015.
Santos, W. O., Bittencourt, I. I., Isotani, S., Silveira, F. I., & Marques, L. B. (2015). Challenges of Flow Theory Applied to Computers in Education. In IV Workshop of Challenges of Computer in Education. Recife–PE, Brazil.
Santos, W. O.; da Silva, A. P.; Silva Junior, C. G. (2014) “Conquistando com o Resto: Virtualização de um Jogo para o Ensino de Matemática”. In: Anais do Simpósio Brasileiro de Informática na Educação (SBIE). p. 317-321 (in Portuguese).
Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
Scoresby, J., & Shelton, B. E. (2011). Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments. Instructional Science, 39(3), 227-254.
Yoshida, K., Asakawa, K., Yamauchi, T., Sakuraba, S., Sawamura, D., Murakami, Y., & Sakai, S. (2013). The flow state scale for occupational tasks: development, reliability, and validity. Hong Kong Journal of Occupational Therapy, 23(2), 54-61.
Publicado
30/10/2017
Como Citar
DOS SANTOS, Wilk Oliveira; GOMES, Tancicleide Carina Simões; DA SILVA, Célia Cristina Vilela.
Towards to Flow State Identification in Educational Games: An Empirical Study. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 927-936.
DOI: https://doi.org/10.5753/cbie.sbie.2017.927.
