A4 Refereed article in a conference publication
Flow Experience and Situational Interest in an Adaptive Math Game
Authors: Lindstedt A., Koskinen A., McMullen J., Ninaus M., Kiili K.
Editors: Iza Marfisi-Schottman, Francesco Bellotti, Ludovic Hamon, Roland Klemke
Conference name: International Conference on Games and Learning Alliance
Publisher: Springer Science and Business Media Deutschland GmbH
Publication year: 2020
Journal: Lecture Notes in Computer Science
Book title : Games and Learning Alliance
Journal name in source: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume: 12517
First page : 221
Last page: 231
ISBN: 978-3-030-63463-6
eISBN: 978-3-030-63464-3
DOI: https://doi.org/10.1007/978-3-030-63464-3_21
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/51362183
The purpose of this study was to investigate flow experience and situational interest in a math learning game that included adaptive scaffolding. Fifty-two Finnish 5th graders played the game about fractions at home during COVID-19 enforced distance learning. The results showed that flow experience correlated positively with situational interest. Importantly, a deeper analysis of the Flow Short Scale (FSS) subscales revealed that only absorption by activity but not fluency of performance explained variance in situational interest. That is, at least in game-based adaptive learning, situational interest is mostly related to immersive aspects of flow. Results also revealed that students with better in-game performance had higher flow experiences, but their levels of prior knowledge were not related to flow levels. In contrast, students with lower prior fraction number knowledge showed higher situational interest, which might be partly attributed to the additional game elements provided to struggling students in the form of adaptive scaffolds. Moreover, the study demonstrated that the developed adaptive scaffolding approach and in-game self-reporting measures worked well. Finally, the implications of these findings for flow experience and situational interest research in game-based learning context are discussed.
Downloadable publication This is an electronic reprint of the original article. |