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Towards to Flow State Identification in

Educational Games: An Empirical Study


Wilk Oliveira1, Tancicleide Carina Simões Gomes2 e Célia Cristina Vilela da Silva3

1Universidade Federal de Alagoas – UFAL


2 Universidade Federal de Pernambuco – UFAL
3 Universidade de Pernambuco – UPE
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Agenda

• Introduction;
• Background;
• Related Works;
• Experiment;
• Methods;
• Participants.
• Results;
• Threats to Validate;
• Concluding Remakes;
• References.
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Introduction

What is the main


Boring lessons ...
reason for the
Little playful. withdrawal?

High level
Fail...
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Background

Anderson et al. (2010), Scoresby and


Shelton (2011), Oliveira et al. (2015)
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Background

Flow
Theory
Csikszentmihalyi (1975)
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Related Works

Kiili et al. (2012) were one of the first to conduct studies in this domain,
proposing a framework in order to provide principles for good
educational game design, based on associative, cognitive and learning
theories;

In a more recent study conducted by Hong et al. (2013) was measured


the student’s flow experience in a Heart Attack game with a sample of
209 5th and 6th-grade elementary school students;

More recently, Hou (2015) conducted a study using an integrated method


of sequential analysis and cluster analysis and explored the learners’ flow
state and learning behavioral patterns.
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Experiment

Method Participants

User report; N=19 (11 males, 7


EGameFlow; females and one chose
Statistical Analises. not to report).
Wohlin et al., (2012)
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Results
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Threats to Validate

Wohlin et al., (2012)


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Concluding Remakes
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References

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.
CSIKSZENTMIHALYI, M. (1975) “Beyond boredom and anxiety”. Jossey-Bass Publishers. pp. 10
ISBN 978-0-7879-5140-5. Retrieved 10 July 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.
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.
WOHLIN, C., RUNESON, P., HÖST, M., OHLSSON, M. C., REGNELL, B., & WESSLÉN, A. (2012).
Experimentation in software engineering. Springer Science & Business Media.
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wos@ic.ufal.br

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