skip to main content
article

The concept of flow in collaborative game-based learning

Published: 01 May 2011 Publication History

Abstract

Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the concept of flow is used as a framework to investigate student engagement in the process of gaming and to explain effects on game performance and student learning outcome. Frequency 1550, a game about medieval Amsterdam merging digital and urban play spaces, has been examined as an exemplar of game-based learning. This 1-day game was played in teams by 216 students of three schools for secondary education in Amsterdam. Generally, these students show flow with their game activities, although they were distracted by solving problems in technology and navigation. Flow was shown to have an effect on their game performance, but not on their learning outcome. Distractive activities and being occupied with competition between teams did show an effect on the learning outcome of students: the fewer students were distracted from the game and the more they were engaged in group competition, the more students learned about the medieval history of Amsterdam. Consequences for the design of game-based learning in secondary education are discussed.

References

[1]
Storification in History education: A mobile game in and about medieval Amsterdam. Computers & Education. v52. 449-459.
[2]
Investigating the impact of video games on high school students' engagement and learning about genetics. Computers & Education. v53. 74-85.
[3]
Predictors of early high school dropout: A test of five theories. Journal of Educational Psychology. v92. 568-582.
[4]
Bridgeland, J., DiIulio, J., &amp; Burke Morison, K. (2006). The silent epidemic: Perspectives of high school dropouts. Washington. <http://www.civicenterprises.net/pdfs/thesilentepidemic3-06.pdf> (accessed 13.02.10).
[5]
Belevingschaal voor Wiskunde {Perception scale for math}. Cito, Arnhem, The Netherlands.
[6]
Flow: The psychology of optimal experience. Harper-Perennial, New York.
[7]
Creativity: Flow and the psychology of discovery and invention. HarperCollins, New York.
[8]
Finding flow: The psychology of engagement with everyday life. The masterminds series. Basic Books, New York.
[9]
Validity and reliability of the experience-sampling method. Journal of Nervous and Mental Disease. v175. 525-536.
[10]
Talented teenagers: The roots of success and failure. Cambridge University Press, New York.
[11]
The support of autonomy and the control of behavior. Journal of Personality and Social Psychology. v53. 1024-1037.
[12]
Overview of research on the educational use of video games. Digital Kompetanse. v1. 184-213.
[13]
Withdrawing from school. Review of Educational Research. v59. 117-142.
[14]
Games, motivation, and learning: A research and practice model. Simulation and Gaming. v33. 441-467.
[15]
What video games have to teach us about learning and literacy. ACM Computers in Entertainment. v1. 1-4.
[16]
Learning by design: Good video games as learning machines. E-Learning. v2 i1. 5-16.
[17]
Multilevel statistical models. 3rd ed. Arnold, London.
[18]
A place called school: Prospects for the future. McGraw-Hill Book Co., New York.
[19]
Why do people play on-line games: An extended TAM with social influences and flow experience. Information &amp; Management. v41. 853-868.
[20]
Learning History by playing a mobile city game. Journal of Computer Assisted Learning. v25. 332-344.
[21]
Flow experiences of children in an interactive social game environment. British Journal of Educational Technology. v38. 455-464.
[22]
Application of computer games in the field of education. The Electronic Library. v20 i2. 98-102.
[23]
Game design as narrative architecture. In: Wardrip-Fruin, N., Harrigan, O. (Eds.), New media as story, performance, and game, The MIT Press, Cambridge, MA. pp. 118-130.
[24]
Jonassen, J. T. &amp; Blondal, K. S. (2005). Early school leavers and the dropout issue in Europe. http://www3.hi.is/~jtj/greinar/ Back%20on%20track%20JTJ%20og% 20Stella%202005.pdf (accessed 04.09.08).
[25]
Digital game-based learning: Toward an experiential gaming model. Internet and Higher Education. v8. 13-24.
[26]
Boredom in the middle school years: Blaming schools versus blaming students. American Journal of Education. v99. 418-443.
[27]
Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology. v37. 211-231.
[28]
Making learning fun: A taxonomic model of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (Eds.), Aptitude, learning, and instruction: III. Cognitive and affective process analysis, Erlbaum, Hillsdale, NJ. pp. 223-253.
[29]
The concept of flow. In: Snyder, C.R., Lopez, S.J. (Eds.), Handbook of positive psychology, Oxford University Press, Oxford. pp. 89-105.
[30]
Oblinger, D. G. &amp; Oblinger, J. L. (Eds.) (2005). Educating the net generation. <http://www.educause.edu/educatingthenetgen/> (retrieved 10.03.10).
[31]
Flow experiences in information technology use. International Journal of Human-Computer Technology. v61. 347-357.
[32]
Digital game-based learning. McGraw-Hill, New York.
[33]
Rickard, W. &amp; Oblinger, D. (2003). Higher education leaders symposium: Unlocking the potential of gaming technology. Paper presented at the higher education leaders symposium, Redmond, WA.
[34]
Mobile learning with a mobile game: Design and motivational effects. Journal of Computer Assisted Learning. v21. 204-216.
[35]
. Palgrave Macmillan, New York.
[36]
Shaffer, D. W., Squire, K. R., Halverson, R., &amp; Gee, J. P. (2005). Video games and the future of learning. WVER working paper no. 2005-4. <http://www.wcer.wisc.edu/publications/workingPapers/index.php> (retrieved 13.06.06).
[37]
Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly. v18. 158-176.
[38]
Sweetser, P. &amp; Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. <http://doi.acm.org/10.1145/1077246.1077253> (retrieved 10.03.06).
[39]
van der Pol, J., Volman, M., &amp; Beishuizen, J. (in press). Patterns of contingent teaching in teacher-student interaction. Learning and Instruction.
[40]
Current trends in educational technology research: The study of learning environments. Educational Psychology Review. v14. 331-351.
[41]
Ziehe, T. (2004). P�dagogische Professionalit�t und zeittypische Mentalit�tsrisiken. Key-note address at the CSP conference, OSLO, June 2004.

Cited By

View all
  • (2024)Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling EducationSimulation and Gaming10.1177/1046878124124656655:3(418-441)Online publication date: 1-Jun-2024
  • (2024)Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive loadEducation and Information Technologies10.1007/s10639-023-12368-229:10(12943-12968)Online publication date: 1-Jul-2024
  • (2024)In Situ Visualization of 6DoF Georeferenced Historical Photographs in Location-Based Augmented RealityWeb and Wireless Geographical Information Systems10.1007/978-3-031-60796-7_10(130-146)Online publication date: 18-Jun-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Computers in Human Behavior
Computers in Human Behavior  Volume 27, Issue 3
May, 2011
242 pages

Publisher

Elsevier Science Publishers B. V.

Netherlands

Publication History

Published: 01 May 2011

Author Tags

  1. Collaborative learning
  2. Engagement
  3. Game-based learning
  4. Secondary education

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 19 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling EducationSimulation and Gaming10.1177/1046878124124656655:3(418-441)Online publication date: 1-Jun-2024
  • (2024)Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive loadEducation and Information Technologies10.1007/s10639-023-12368-229:10(12943-12968)Online publication date: 1-Jul-2024
  • (2024)In Situ Visualization of 6DoF Georeferenced Historical Photographs in Location-Based Augmented RealityWeb and Wireless Geographical Information Systems10.1007/978-3-031-60796-7_10(130-146)Online publication date: 18-Jun-2024
  • (2022)Encouraging gameful experience in digital game-based learningComputers & Education10.1016/j.compedu.2021.104408179:COnline publication date: 1-Apr-2022
  • (2022)Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency trainingMultimedia Tools and Applications10.1007/s11042-022-13306-z82:1(125-147)Online publication date: 4-Jun-2022
  • (2022)The roles of mobile app perceived usefulness and perceived ease of use in app-based Chinese and English learning flow and satisfactionEducation and Information Technologies10.1007/s10639-022-11036-127:7(10349-10370)Online publication date: 1-Aug-2022
  • (2021)Social Network Sites as Community Building Tools in Educational NetworkingInternational Journal of e-Collaboration10.4018/IJeC.202110011017:4(132-167)Online publication date: 1-Oct-2021
  • (2021)Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality ExergamesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445801(1-14)Online publication date: 6-May-2021
  • (2020)A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified AssignmentsExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3383060(1-9)Online publication date: 25-Apr-2020
  • (2020)Evaluation of a digital game-based reading training for German children with reading disorderComputers & Education10.1016/j.compedu.2020.103834150:COnline publication date: 1-Jun-2020
  • Show More Cited By

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media