Flow framework for analyzing the quality of educational games

dc.contributor.authorKiili Kristian
dc.contributor.authorLainema Timo
dc.contributor.authorde Freitas Sara
dc.contributor.authorArnab Sylvester
dc.contributor.organizationfi=johtamisen ja yrittäjyyden laitos|en=Department of Management and Entrepreneurship|
dc.contributor.organization-code2608300
dc.converis.publication-id1912222
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/1912222
dc.date.accessioned2022-10-28T12:40:58Z
dc.date.available2022-10-28T12:40:58Z
dc.description.abstract<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> The challenge of educational game design is to develop solutions that appeal to as many players as possible,</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> but are still educationally effective. One foundation for analyzing and designing educational</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> engagement is the flow theory. This article presents a flow framework that describes the dimensions</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> of flow experience that can be used to analyze the quality of educational games. The framework also provides</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> design-support for producing good educational games, because it can be used to reveal ways to</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> optimize learning effects and user experience. However, the framework only works as a link between</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> educational theory and game design, which is useful for game analysis but does not provide the means</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> for a complete game design. To evaluate the elements included in the proposed framework, we analyzed</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> university student&rsquo;s experiences in participating in a business simulation game. We found that the</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> students&rsquo; flow experience in the game was high and the findings indicated that sense of control, clear</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> goals and challenge-skill dimensions of flow scored the highest. Overall, the results indicate that the flow</div> <div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"> framework is a useful tool to aid the analysis of game-based learning experiences</div> <div> 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&rsquo;s experiences in participating in a business simulation game. We found that the students&rsquo; 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.</div>
dc.format.pagerange367
dc.format.pagerange377
dc.identifier.eissn1875-953X
dc.identifier.jour-issn1875-9521
dc.identifier.olddbid178198
dc.identifier.oldhandle10024/161292
dc.identifier.urihttps://www.utupub.fi/handle/11111/50413
dc.identifier.urlhttp://www.sciencedirect.com/science/article/pii/S1875952114000238
dc.identifier.urnURN:NBN:fi-fe2021042714350
dc.language.isoen
dc.okm.affiliatedauthorLainema, Timo
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.publisherElsevier
dc.relation.doi10.1016/j.entcom.2014.08.002
dc.relation.ispartofjournalEntertainment Computing
dc.relation.issue4
dc.relation.volume5
dc.source.identifierhttps://www.utupub.fi/handle/10024/161292
dc.titleFlow framework for analyzing the quality of educational games
dc.year.issued2014

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2014 Kiili, Lainema, de Freitas, Arnab. Flow framework for analyzing the quality of educational games. Entertainment Computing.pdf
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