Previous studies measured flow states using students’ self-reported experiences, resulting in issues regarding nonobjective and nonreal-time data. Thus, this study used an electroencephalogram (EEG) to measure the EEG-detected real-time flow states (EEG-Fs) of 30 students from the 4th and 5th grades. Their EEG measurements, self-reported reflective flow experiences (SR-Fs), grade levels (GLs), balance of challenge and skill (BCS), and sense of control, represented by their overall test performance (OA-tp) and momentary test performance (MOM-tp), were analyzed to establish their EEG-F’s construct. Based on the results of a chi-square test, the EEG-F correlates significantly with SR-F, BCS, OA-tp, and MOM-tp. A J48 decision tree analysis and logistic regression further revealed that in-flow experiences (in-EEG-F) were detected when students had high SR-Fs, where the BCS contributed to flow states. In particular, students with a low-challenge/high-skill BCS demonstrated an in-EEG-F state upon having a high OA-tp. For high-challenge/high-skill, the in-EEG-F state was determined through their MOM-tp. Through the EEG and flow state construct, this study revealed a whole-part association between students’ momentary and overall reflective flow experiences and identified viable paths for inducing students’ EEG-Fs, which can contribute to future e-learning development when integrated with a brain-computer interface for e-learning or e-evaluation systems.
This study gathers and examines information about the flow state’s emergence during tests and its factors using an electroencephalogram (EEG) to establish a method and reveal an individual student’s flow construct. Through a single-case experimental design and 766 test items, multiple measurements were performed on a 14-year-old junior high school science-gifted student. During the test, self-efficacy, item difficulty, cognitive load, and test performance (long-term test performance [LT-tp] and short-term test performance [ST-tp]) were examined to establish the construct of EEG-detected, real-time flow states (EEG-Fs). Based on the chi-square test of independence results, the EEG-F had a significant correlation with the student’s cognitive load, self-efficacy, LT-tp, and item difficulty. Furthermore, a J48 decision tree analysis and logistic regression revealed four inhibiting and two inducing conditions affecting the emergence of EEG-Fs. The two inducing conditions included (1) high self-efficacy with a low cognitive load (odds ratio (OR) = 3.7) and (2) high cognitive load when combined with high self-efficacy and LT-tp for low-difficulty items (OR = 3.5). The established method and findings may help teaching designers or automated teaching applications detect the individual student’s flow construct to select appropriate test tasks accordingly, resulting in an optimal experience and better achievements.
Although game-based interactive technology has long enhanced flow experiences crucial for learning, its effects have been unclear. Thus, this study gathered students' electroencephalogram (EEG) information during their work in game-based learning environments with different levels of technological interactivity (LTIs; low, mid, and high LTIs). Multiple measurements were used in a relatively small sample, and 3 9th graders (age 15) of different learning environments worked on 360 test items. The EEG data were analyzed with the LTI, balance of challenge and skill (BCS), and sense of control (SC) to establish the flow state construct. A chi-square test showed a significant association between flow states and the LTI, whereas a J48 decision tree analysis and logistic regression demonstrated that inflow experiences would likely emerge in students with high short-term SC (ST-SC), high BCS, and high-LTI learning environments. Furthermore, in high ST-SC and high BCS cases, the odds ratio (OR) of emerging inflow experiences with a high LTI is eight times more than the rest, suggesting that instructional designers (and teachers) use high-LTI game-based learning environments while ensuring students' learning with adequate SC and BCS.INDEX TERMS Balance of challenge and skill, EEG, flow states, game-based learning, sense of control, technological interactivity.
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