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, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This paper describes how the measures of engagement used in four Finnish-US Network (FUN) studies were developed. Primary instruments utilized across the studies included a short survey of engagement that participants completed intermittently while playing educational video games based in the tradition of the Experience Sampling Method, as well as a longer psychometric survey about their experience upon completion of the game. The short form measures student engagement conceptualized as the simultaneous occurrence of high concentration, interest, and enjoyment based on flow theory and research relating each of these components to deep engagement in learning. The goal of the long form of the survey is to gauge the overall relationships between the components of flow and learning as well as to investigate which factorial structures of flow form the best fitting model. Both surveys enable investigation of the potentially moderating effects of individual factors.
Shernoff, D., Hamari, J. & Rowe, E. (2014). Measuring Flow in Educational Games and Gamified Learning Environments. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2276-2281). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
© 2014 Association for the Advancement of Computing in Education (AACE)
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Elizabeth Rowe, Jodi Asbell-Clarke & Teon Edwards, EdGE @ TERC, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 2512–2516
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