A4 Vertaisarvioitu artikkeli konferenssijulkaisussa
Flow Experience and Situational Interest in an Adaptive Math Game
Tekijät: Lindstedt A., Koskinen A., McMullen J., Ninaus M., Kiili K.
Toimittaja: Iza Marfisi-Schottman, Francesco Bellotti, Ludovic Hamon, Roland Klemke
Konferenssin vakiintunut nimi: International Conference on Games and Learning Alliance
Kustantaja: Springer Science and Business Media Deutschland GmbH
Julkaisuvuosi: 2020
Journal: Lecture Notes in Computer Science
Kokoomateoksen nimi: Games and Learning Alliance
Tietokannassa oleva lehden nimi: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Vuosikerta: 12517
Aloitussivu: 221
Lopetussivu: 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
Rinnakkaistallenteen osoite: 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.
Ladattava julkaisu This is an electronic reprint of the original article. |