TY - GEN
T1 - Flow Experience Analysis in Gameful Educational Environments
T2 - IEEE International Conference on Advanced Learning Technologies
AU - Oliveira, Wilk
AU - Hamari, Juho
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - One of the most important challenges in gameful educational environments (e.g., gamified educational systems, educational games, and educational VR applications) is to identify students’ experience (e.g., engagement, motivation, and flow experience) during the system usage. Especially regarding flow experience, in recent years, different studies have analyzed students’ flow experience while using gameful educational environments. However, it is difficult to identify the state-of-the-art flow experience analysis in gameful educational environments. Facing this challenge, we present a systematic literature review investigating how the flow experience analysis is conducted in gameful educational environments. The main results indicate that most of the studies are using psychometrically validated scales to measure the students’ flow experience. Our results especially contribute to the fields of educational technologies and gameful design in education, presenting a state-of-the-art flow experience analysis in gameful educational environments.
AB - One of the most important challenges in gameful educational environments (e.g., gamified educational systems, educational games, and educational VR applications) is to identify students’ experience (e.g., engagement, motivation, and flow experience) during the system usage. Especially regarding flow experience, in recent years, different studies have analyzed students’ flow experience while using gameful educational environments. However, it is difficult to identify the state-of-the-art flow experience analysis in gameful educational environments. Facing this challenge, we present a systematic literature review investigating how the flow experience analysis is conducted in gameful educational environments. The main results indicate that most of the studies are using psychometrically validated scales to measure the students’ flow experience. Our results especially contribute to the fields of educational technologies and gameful design in education, presenting a state-of-the-art flow experience analysis in gameful educational environments.
KW - Flow Theory
KW - game-based learning
KW - gameful environments
KW - systematic literature review
KW - user experience
U2 - 10.1109/ICALT61570.2024.00019
DO - 10.1109/ICALT61570.2024.00019
M3 - Conference contribution
AN - SCOPUS:85203804286
T3 - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
SP - 44
EP - 46
BT - Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
A2 - Altinay, Zehra
A2 - Chang, Maiga
A2 - Kuo, Rita
A2 - Tlili, Ahmed
PB - IEEE
Y2 - 1 July 2024 through 4 July 2024
ER -