2013
DOI: 10.1111/jcal.12008
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A mixed methods assessment of students' flow experiences during a mobile augmented reality science game

Abstract: Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors related to students' engagement -as characterized by flow theory -during a collaborative AR, forensic science mystery game using mobile devices. School Scene Investigators… Show more

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Cited by 294 publications
(203 citation statements)
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References 34 publications
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“…It must additionally be remembered that this technology favors different action levels, insofar as its design permits to create AR scenarios where the student exclusively acts as an information recipient, until they are designed in such a way that students can interact with it. This interactive potential appears as one of the great advantages that several authors have seen in AR (Bongiovani, 2013;Bressler & Bodzin, 2013;Dalgarno & Lee, 2010;Dunleavy et al, 2009).…”
Section: Educational Applications Of Augmented Realitymentioning
confidence: 99%
See 2 more Smart Citations
“…It must additionally be remembered that this technology favors different action levels, insofar as its design permits to create AR scenarios where the student exclusively acts as an information recipient, until they are designed in such a way that students can interact with it. This interactive potential appears as one of the great advantages that several authors have seen in AR (Bongiovani, 2013;Bressler & Bodzin, 2013;Dalgarno & Lee, 2010;Dunleavy et al, 2009).…”
Section: Educational Applications Of Augmented Realitymentioning
confidence: 99%
“…Experiences have also been carried out with the aim of promoting students' positive attitudes towards science (Bressler & Bodzin, 2013;Ibáñez et al, 2014;Kamarainen et al, 2013), in training oriented to the acquisition of healthy habits (Acosta, Catalá, Esteve, Mocholí, & Jaén, 2006), as well as in the development of games meant to favor school coexistence (Pérez-Fuentes, Álvarez-Bermejo, Molero, Gázquez, & López, 2011).…”
Section: Educational Applications Of Augmented Realitymentioning
confidence: 99%
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“…In addition to the many existing contents delivery ways such as internet-based, multimedia, social media, and virtual/augmented reality (Bermejo, 2005;Blank, et al, 2003;Bressler and Bodzin, 2013;Caeiro-Rodríguez, et al, 2013;Chen, et al, 2017;Chen, et al, 2015;Clark and Mayer, 2011;Denner, et al, 2012;Gao and Liu, 2010;Lee, et al, 2016;Mao, et al, 2017;Martens, et al, 2004;Romero-Hall, et al, 2016;Stash, et al, 2004), the standardized ePUB3 format (ePUB3 Overview, 2011) is a newly introduced specification as a distribution and interchange format standard for digital publications and documents. It defines a means of representing, packaging, and encoding structured and semantically enhanced Web contents -including HTML5, CSS, SVG, images, and other resources -for distributions in a single-file format.…”
Section: Epub3 Ebookmentioning
confidence: 99%
“…Based on a review of current practices and similar studies 30,31,32 a mixed-method approach to assessment was employed. Methods included multiple-choice, Likert scale, open-ended, and matching questions, as well as a Personal Meaning Map (PMM) 33 .…”
Section: Considerations Used To Develop Assessment Tools Learning Oumentioning
confidence: 99%