2005
DOI: 10.1016/j.iheduc.2005.06.001
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Content creation challenges and flow experience in educational games: The IT-Emperor case

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Cited by 167 publications
(136 citation statements)
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References 15 publications
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“…While flow conditions also did occur while students were gaming or surfing online, in no case were the means for frequency of occurrence between the two settings (in class, out of class) significantly different. This finding confirms earlier research that focused on flow in both work and leisure situations and found that flow occurred during both types of activities [10]. This finding raises two additional questions: Are the experiences of flow in the two settings different from each other in some fashion, and do flow experiences in non-class-related settings influence student expectations for finding flow in their online courses?…”
Section: Discussion and Future Researchsupporting
confidence: 89%
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“…While flow conditions also did occur while students were gaming or surfing online, in no case were the means for frequency of occurrence between the two settings (in class, out of class) significantly different. This finding confirms earlier research that focused on flow in both work and leisure situations and found that flow occurred during both types of activities [10]. This finding raises two additional questions: Are the experiences of flow in the two settings different from each other in some fashion, and do flow experiences in non-class-related settings influence student expectations for finding flow in their online courses?…”
Section: Discussion and Future Researchsupporting
confidence: 89%
“…Another study [8] looked at flow for two high school students and proposed flow as occurring within Vygotsky's "zone of proximal development" [9], in which the individual is ready for learning, and that "futility" was the opposite condition of flow. In a study of flow among students creating an educational game, it was found that content construction was the optimal flow-producing stage [10]. If one issue predominates in this research, it is the focus on the type of activity producing flow (i.e., work or leisure; task or experiential) and specific activities (e.g., content construction) or personal conditions (readiness for learning) that produce flow.…”
Section: B Work or Computers And Flowmentioning
confidence: 90%
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“…The flow theory is emphasized as a design principle because it provides a universal model of enjoyment, detailing the common aspects of the process that takes place when anyone experiences enjoyment. Kiili (2005b) evaluated the experiential gaming model through the IT-Emperor game, which was employed in a usability course. Kiili (2005c) revised the experiential gaming model to better address the needs of educational game designers.…”
Section: Introductionmentioning
confidence: 99%
“…The model emphasizes the importance of considering several flow antecedents in educational game design: challenges matched to the skill level of a player, clear goals, unambiguous feedback, a sense of control, playability, gamefulness, focused attention, and a frame story. The ambition of designing the sort of games that enhance experiencing flow is justifiable because previous research indicates that flow has a positive impact on learning, exploratory behavior, and the attitudes of players (Ghani, 1991;Kiili, 2005b;Skadberg & Kimmel, 2004;Webster, Trevino & Ryan, 1993). A more detailed description of the model is provided in Kiili (2005c).…”
Section: Introductionmentioning
confidence: 99%