EGameFlow: A scale to measure learners’ enjoyment of e-learning games
ARTICLE
Fong-Ling Fu, Rong-Chang Su, Sheng-Chin Yu
Computers & Education Volume 52, Number 1, ISSN 0360-1315 Publisher: Elsevier Ltd
Abstract
In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner’s points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser’s & Wyeth’s framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university’s online learning course “Introduction to Software Application” were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.
Citation
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. Elsevier Ltd. Retrieved August 7, 2024 from https://www.learntechlib.org/p/67125/.
This record was imported from
Computers & Education
on April 18, 2013.
Computers & Education is a publication of Elsevier.
Keywords
- College Students
- Computer Assisted Instruction
- Computer Software
- Computer Software Evaluation
- Computer Uses in Education
- computers
- educational games
- educational technology
- electronic learning
- EVALUATION METHODS
- instructional design
- internet
- Measurement Techniques
- online courses
- Questionnaires
- Rating Scales
- student attitudes
- student motivation
- Student Surveys
- technology integration
- Test Construction
- Test Reliability
- Test Validity
Cited By
View References & Citations Map-
Learning to be better at the game: Performance vs. completion contingent reward for game-based learning
Juneyoung Park, Seunghyun Kim, Auk Kim & Mun Y. Yi
Computers & Education Vol. 139, No. 1 (October 2019) pp. 1–15
-
How games for computing education are evaluated? A systematic literature review
Giani Petri & Christiane Gresse von Wangenheim, Graduate Program in Computer Science, Brazil
Computers & Education Vol. 107, No. 1 (April 2017) pp. 68–90
-
Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
Meixun Zheng, The Friday Institute for Educational Innovation, North Carolina State University, Raleigh, NC, United States; Hiller Spires, Friday Institute for Educational Innovation, North Carolina State University, Raleigh, NC, United States
International Journal of Virtual and Personal Learning Environments Vol. 5, No. 2 (April 2014) pp. 69–86
-
Measuring the differences between traditional learning and game-based learning using electroencephalography (EEG) physiologically based methodology
Ching-Huei Chen, National Changhua University of Education, Taiwan
Journal of Interactive Learning Research Vol. 28, No. 3 (July 2017) pp. 221–233
-
An Experimental Study of the Effect of Online Math Games on Student Performance and Engagement
Lisa Suarez-Caraballo, Xiongyi Liu, Marius Boboc & Selma Koc, Cleveland State University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 940–945
-
Learning & Engaging with Videogames in Engineering Education
Brianno Coller & David Shernoff, Northern Illinois University, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 2663–2669
-
Measuring Flow in Educational Games and Gamified Learning Environments
David Shernoff, Rutgers University, Piscataway, NJ, USA, United States; Juho Hamari, University of Tampere, Tampere, Finland, United States; Elizabeth Rowe, Educational Gaming Environments (EdGE) group @ TERC Cambridge, MA, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 2276–2281
-
The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments
Elizabeth Rowe, EdGE @ TERC, United States; David Shernoff, Rutgers University, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 2508–2511
-
Teacher Designed Games: Leading Innovation in Classrooms
Yang Liu, University of Calgary, Canada
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 665–669
-
The Relationship between Academic Abilities and Internal/External Thinking Styles on Digital Game Flow Experience
I Hua Chen, Ya-Ting C Yang, Wan-Chi Wu & Wei-Chun Chiang, National Cheng Kung University, Taiwan
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 (Oct 09, 2012) pp. 911–918
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.