Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins

dc.contributor.authorKiili Kristian Juha Mikael
dc.contributor.authorLindstedt Antero
dc.contributor.authorKoskinen Antti
dc.contributor.authorHalme Hilma
dc.contributor.authorNinaus Manuel
dc.contributor.authorMcMullen Jake
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.converis.publication-id67605286
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/67605286
dc.date.accessioned2025-08-28T00:33:46Z
dc.date.available2025-08-28T00:33:46Z
dc.description.abstractWhile game-based learning seems to be an effective instructional approach, the underlying learning and engagement mechanisms of games are still poorly understood. In the current study, we investigated to what extent flow experience and situational interest are different indicators of engagement in game-based learning. Fifty-two Finnish 5th graders played a game on fractions at home during COVID-19 enforced distance learning. Flow and situational interest measures were embedded directly into the game environment. Results revealed that although flow experience and situational interest constructs share similar components, they also differ. In particular, regression analysis indicated that situational interest is mostly related to immersive aspects of flow. Moreover, learning gains achieved by playing the game and situational interest were positively related - a relation not found with flow. Although flow was not related to learning gains, it seems to be a more competence-oriented construct than situational interest as it was positively correlated with in-game performance. The design of the game successfully supported weaker students with adaptive scaffolds and in-game self-reporting measures worked well. Taken together, even though situational interest and flow share similar components, both constructs are important for multifaceted assessment of engagement in game-based learning. Theoretical and practical implications for engagement research and game design are discussed.
dc.format.pagerange114
dc.format.pagerange93
dc.identifier.jour-issn2384-8766
dc.identifier.olddbid205943
dc.identifier.oldhandle10024/188970
dc.identifier.urihttps://www.utupub.fi/handle/11111/37458
dc.identifier.urlhttps://journal.seriousgamessociety.org/index.php/IJSG/article/view/462/431
dc.identifier.urnURN:NBN:fi-fe2021110854358
dc.language.isoen
dc.okm.affiliatedauthorHalme, Hilma
dc.okm.affiliatedauthorMcMullen, Jake
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSERIOUS GAMES SOC
dc.publisher.countryItalyen_GB
dc.publisher.countryItaliafi_FI
dc.publisher.country-codeIT
dc.relation.doi10.17083/ijsg.v8i3.462
dc.relation.ispartofjournalInternational Journal of Serious Games
dc.relation.issue3
dc.relation.volume8
dc.source.identifierhttps://www.utupub.fi/handle/10024/188970
dc.titleFlow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins
dc.year.issued2021

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