A mixed methods assessment of students' flow experiences during a mobile augmented reality science game

被引:226
作者
Bressler, D. M. [1 ]
Bodzin, A. M. [1 ]
机构
[1] Lehigh Univ, Bethlehem, PA 18015 USA
关键词
augmented reality; engagement; flow; game-based learning; mobile technology; Quick Response codes;
D O I
10.1111/jcal.12008
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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: The Case of the Stolen Score Sheets is a vision-based AR game played inside the school environment with Quick Response codes. A mixed methods approach was employed with 68 urban middle school students. Data sources included pre- and post-surveys, field observations and group interviews. Results showed that neither gender nor interest in science was an important predictor of variability in flow experience. Gaming attitude uniquely predicted 23% of the variance in flow experience. Student flow experience features included a flash of intensity, a sense of discovery and the desire for higher performance. The findings demonstrated a potential for mobile AR science games to increase science interest and help students learn collaboration skills. Implications for future research concerning mobile AR science games are discussed.
引用
收藏
页码:505 / 517
页数:13
相关论文
共 42 条
[11]  
CSIKSZENTMIHALYI M, 1975, J HUMANIST PSYCHOL, V15, P41
[12]  
Csikszentmihalyi M., 1990, Flow, DOI DOI 10.1080/00222216.1992.11969876
[13]  
Csikszentmihalyi M., 1997, FINDING FLOW PSYCHOL
[14]  
Dieterle E., 2007, UBIQUITOUS PERVASIVE, P35
[15]  
Dunleavy M., Handbook of research on educational communications and technology, V2
[16]   Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning [J].
Dunleavy, Matt ;
Dede, Chris ;
Mitchell, Rebecca .
JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2009, 18 (01) :7-22
[17]   Savannah: mobile gaming and learning? [J].
Facer, K ;
Joiner, R ;
Stanton, D ;
Reid, J ;
Hull, R ;
Kirk, D .
JOURNAL OF COMPUTER ASSISTED LEARNING, 2004, 20 (06) :399-409
[18]  
Fotouhi-Ghazvini F., 2009, INT C CYBERWORLDS BR
[19]  
Fraser BJ., 1981, TEST SCI RELATED ATT
[20]  
Gardner P., 1998, Proceedings of the Seeon conference on interest and gender, P41