The Effects of Gamification on Students’ Flow Experience: A Controlled Experimental Study

Andrea Brambilla, Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Zhaoxing Li, Lei Shi, Muhterem Dindar

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Abstract

Gamification is commonly employed to support the formation of positive psychological states and learning outcomes, with one of the primary psychological factors chiefly relevant to learning being the flow state. However, the effects of gamification on students’ flow experience are still little known. Filling this gap, we conducted a between-subjects controlled experiment (N = 65) to analyze the effects of gamification on students’ flow experience. Using descriptive and inferential statistical techniques, we compared the flow experience between participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the employed gamification design did not affect students’ flow experience. Our study contributes especially to educational technologies and gamification fields, demonstrating that gamification may not affect students’ flow experience.

Original languageEnglish
Title of host publicationProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
EditorsZehra Altinay, Maiga Chang, Rita Kuo, Ahmed Tlili
PublisherIEEE
Pages245-249
Number of pages5
ISBN (Electronic)979-8-3503-6205-3
DOIs
Publication statusPublished - 2024
Publication typeA4 Article in conference proceedings
EventIEEE International Conference on Advanced Learning Technologies - Hybrid, Nicosia, Cyprus
Duration: 1 Jul 20244 Jul 2024

Publication series

NameProceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
ISSN (Electronic)2161-377X

Conference

ConferenceIEEE International Conference on Advanced Learning Technologies
Country/TerritoryCyprus
CityHybrid, Nicosia
Period1/07/244/07/24

Keywords

  • controlled experiment
  • flow experience
  • Gamified education
  • learning technologies
  • student experience

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Media Technology
  • Education

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