Gamification is commonly employed to support the formation of positive psychological states and learning outcomes, with one of the primary psychological factors chiefly relevant to learning being the flow state. However, the effects of gamification on students’ flow experience are still little known. Filling this gap, we conducted a between-subjects controlled experiment (N = 65) to analyze the effects of gamification on students’ flow experience. Using descriptive and inferential statistical techniques, we compared the flow experience between participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the employed gamification design did not affect students’ flow experience. Our study contributes especially to educational technologies and gamification fields, demonstrating that gamification may not affect students’ flow experience.

Brambilla, A., Oliveira, W., Scaico, P., Hamari, J., Li, Z., Shi, L., et al. (2024). The Effects of Gamification on Students’ Flow Experience: A Controlled Experimental Study. In Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024 (pp.245-249). Institute of Electrical and Electronics Engineers Inc. [10.1109/ICALT61570.2024.00078].

The Effects of Gamification on Students’ Flow Experience: A Controlled Experimental Study

Brambilla A.
Primo
;
2024

Abstract

Gamification is commonly employed to support the formation of positive psychological states and learning outcomes, with one of the primary psychological factors chiefly relevant to learning being the flow state. However, the effects of gamification on students’ flow experience are still little known. Filling this gap, we conducted a between-subjects controlled experiment (N = 65) to analyze the effects of gamification on students’ flow experience. Using descriptive and inferential statistical techniques, we compared the flow experience between participants who used a gamified version of an educational system (experimental group) and a group that used the same system without gamification (control group). The main results indicate that the employed gamification design did not affect students’ flow experience. Our study contributes especially to educational technologies and gamification fields, demonstrating that gamification may not affect students’ flow experience.
paper
controlled experiment; flow experience; Gamified education; learning technologies; student experience;
English
24th IEEE International Conference on Advanced Learning Technologies, ICALT 2024 - 1 July 2024 through 4 July 2024
2024
Altinay, Z; Chang, M; Kuo, R; Tlili, A
Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024
9798350362053
2024
721
245
249
none
Brambilla, A., Oliveira, W., Scaico, P., Hamari, J., Li, Z., Shi, L., et al. (2024). The Effects of Gamification on Students’ Flow Experience: A Controlled Experimental Study. In Proceedings - 2024 IEEE International Conference on Advanced Learning Technologies, ICALT 2024 (pp.245-249). Institute of Electrical and Electronics Engineers Inc. [10.1109/ICALT61570.2024.00078].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10281/515619
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