Flow framework for analyzing the quality of educational games




Kiili Kristian, Lainema Timo, de Freitas Sara, Arnab Sylvester

PublisherElsevier

2014

Entertainment Computing

5

4

367

377

1875-953X

DOIhttps://doi.org/10.1016/j.entcom.2014.08.002

http://www.sciencedirect.com/science/article/pii/S1875952114000238




The challenge of educational game design is to develop solutions that appeal to as many players as possible,

but are still educationally effective. One foundation for analyzing and designing educational

engagement is the flow theory. This article presents a flow framework that describes the dimensions

of flow experience that can be used to analyze the quality of educational games. The framework also provides

design-support for producing good educational games, because it can be used to reveal ways to

optimize learning effects and user experience. However, the framework only works as a link between

educational theory and game design, which is useful for game analysis but does not provide the means

for a complete game design. To evaluate the elements included in the proposed framework, we analyzed

university student’s experiences in participating in a business simulation game. We found that the

students’ flow experience in the game was high and the findings indicated that sense of control, clear

goals and challenge-skill dimensions of flow scored the highest. Overall, the results indicate that the flow

framework is a useful tool to aid the analysis of game-based learning experiences

The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This article presents a flow framework that describes the dimensions of flow experience that can be used to analyze the quality of educational games. The framework also provides design-support for producing good educational games, because it can be used to reveal ways to optimize learning effects and user experience. However, the framework only works as a link between educational theory and game design, which is useful for game analysis but does not provide the means for a complete game design. To evaluate the elements included in the proposed framework, we analyzed university student’s experiences in participating in a business simulation game. We found that the students’ flow experience in the game was high and the findings indicated that sense of control, clear goals and challenge-skill dimensions of flow scored the highest. Overall, the results indicate that the flow framework is a useful tool to aid the analysis of game-based learning experiences.

Last updated on 2024-26-11 at 12:06