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

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

4 Citations (Scopus)
73 Downloads (Pure)

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

Funding

With the support of the Erasmus+ program of the European Union. This work has been supported by the Academy of Finland Flagship Programme [Grant No. 337653 - Forest-Human-Machine Interplay (UNITE)]. The authors would like to thank the company Eagle Solu\u00E7\u00F5es Educacionais e Tecnl\u00F3gicas Adaptativas Ltda./EAGLEEDU, for providing the system Eagle-edu free of charge for research purposes through the internal research collaboration project 2022/6202-3.1. The second author is a partner at the company that granted the rights to use the system Eagle-edu free of charge for research purposes in this project. The authors utilized generative artificial intelligence (i.e., Microsoft Copilot) to improve the grammatical quality of the text.

FundersFunder number
European Commission
Microsoft Copilot
Eagle Soluções Educacionais e Tecnlógicas Adaptativas Ltda
Strategic Research Council at the Research Council of Finland337653
EAGLEEDU2022/6202-3.1

    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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