2016
DOI: 10.1016/j.chb.2015.07.045
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Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

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Cited by 1,241 publications
(893 citation statements)
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References 67 publications
(87 reference statements)
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“…Dalam desain permainan berbasis pendidikan, tantangan permainan harus dapat meningkatkan kemampuan dan belajar pemain untuk mendukung pembelajaran berkelanjutan di permainan berbasis lingkungan belajar [13].…”
Section: Levelingunclassified
“…Dalam desain permainan berbasis pendidikan, tantangan permainan harus dapat meningkatkan kemampuan dan belajar pemain untuk mendukung pembelajaran berkelanjutan di permainan berbasis lingkungan belajar [13].…”
Section: Levelingunclassified
“…O estado de fluxo pode ser reconhecido como imersão e engajamento. Hamari et al (2016) investigaram a relação entre fluxo e aprendizagem, avaliando como os componentes do fluxo se relacionavam com o desempenho dos estudantes que participaram da pesquisa. Os autores encontraram uma correlação positiva entre engajamento e aprendizagem, porém não entre imersão e aprendizagem.…”
Section: Avaliação Da Experiência De Fluxounclassified
“…For example, challenge (a design element representing a difficult in-game task) has been shown to impact engagement, immersion, and perceived learning in a game-based learning context, and engagement (but not immersion) was also found to affect perceived learning [26]. A challenge presents players with a difficult task, and may evoke negative emotions such as frustration and anxiety during attempts to meet the challenge.…”
Section: Emotion and Attentionmentioning
confidence: 99%