2011
DOI: 10.1016/j.chb.2010.12.013
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The concept of flow in collaborative game-based learning

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 bee… Show more

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Cited by 306 publications
(243 citation statements)
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“…In the context of collaborative game-based learning, team flow (i.e., flow experience in a team) has a positive effect on game performance outcomes but no effect on learning outcomes (Admiraal et al, 2011). Instead, a positive effect is found between competitiveness and learning outcomes when distractors (e.g., technology issues) were minimal (Admiraal et al, 2011).…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%
See 1 more Smart Citation
“…In the context of collaborative game-based learning, team flow (i.e., flow experience in a team) has a positive effect on game performance outcomes but no effect on learning outcomes (Admiraal et al, 2011). Instead, a positive effect is found between competitiveness and learning outcomes when distractors (e.g., technology issues) were minimal (Admiraal et al, 2011).…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%
“…Digital games have become a feasible option for enhancing and developing e-learning tools. Several articles in our review address the use of gaming in education (Admiraal et al, 2011;Beylefeld and Struwig, 2007;Bressler and Bodzin, 2013;Faiola et al, 2013;Hong et al, 2013;Inal and Cagiltay, 2007;Kiili, 2005b;Raphael et al, 2012;Scoresby and Shelton, 2011;Wang and Chen, 2010).…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%
“…In the PCG, the feedback is also expressed in the project sponsor's happy or angry reaction when correct or incorrect decisions are made (see Figure 4). Flow is also achieved if the game offers an optimum level of challenge to the players (Admiraal et al, 2011). This means that players find the game challenging but not too difficult.…”
Section: Motivatingmentioning
confidence: 99%
“…Thus, when people are engaged in games which are purposefully designed to achieve a certain outcome, it could be said that they are directly or indirectly able to learn something which is meaningful and not just for entertainment (Blunt, 2006). As such, GBL is effective and efficient at transferring knowledge, as it influences students' learning process through engagement, enjoyment, excitement, attractiveness, and participation (Admiraal, Huizenga, Akkerman, & Dam, 2011). GBL fosters critical thinking skills and improves confidence in students (Cicchino, 2013).…”
Section: Game-based Learningmentioning
confidence: 99%