2012
DOI: 10.1016/j.procs.2012.10.060
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The Design Principles for Flow Experience in Educational Games

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Cited by 234 publications
(152 citation statements)
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References 17 publications
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“…Fu et al (2009) and Kiili et al (2012) proposed scales for it. The former proposed the EGameFlow, composed of 42 items and with eight flow dimensions (Concentration, Clear Goal, Feedback, Challenge, Autonomy (control), Immersion, Social Interaction and Knowledge Improvement).…”
Section: Flow State Scalesmentioning
confidence: 99%
See 1 more Smart Citation
“…Fu et al (2009) and Kiili et al (2012) proposed scales for it. The former proposed the EGameFlow, composed of 42 items and with eight flow dimensions (Concentration, Clear Goal, Feedback, Challenge, Autonomy (control), Immersion, Social Interaction and Knowledge Improvement).…”
Section: Flow State Scalesmentioning
confidence: 99%
“…Kiili et al (2012) were one of the first to conduct studies in this domain, proposing a framework in order to provide principles for good educational game design, based on associative, cognitive and learning theories, to lead students to flow. The main results indicate that a flow framework is a useful tool in studying game-based learning experiences.…”
Section: Related Workmentioning
confidence: 99%
“…A razão para a escolha deste instrumento para mensurar o fluxo foi devido ao número de questões que este continha, nove no total, porque acreditava-se que um instrumento muito extenso poderia ser inapropriado para o público da terceira idade. Além disso,é um instrumento já utilizado em alguns trabalhos encontrados na literatura Kiili et al [29], Kara e Cagiltay [30] e Kiili et al [31].…”
Section: Atividade 4 -Escala De Fluxounclassified
“…The design, therefore, has to pay specific attention not to overload the learner (Sweller, 1994), while at the same time the tasks will have to be sufficiently challenging and, at the end, meet the full complexity required. To assure that tasks are sufficiently inspiring Kiili et al (2012) suggest to take into account in particular sense of control, clear goals, the challenge-skill relation, and, finally, feedback. Feedback is one of the most powerful interventions in learning (Hattie & Timperley, 2007).…”
Section: Instructional Designmentioning
confidence: 99%