Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning

被引:34
|
作者
Yeh, Yu-chu [1 ,2 ]
Chen, Szu-Yu [1 ]
Rega, Elise Marie [1 ]
Lin, Chin-Shan [1 ]
机构
[1] Natl Chengchi Univ, Coll Educ, Taipei, Taiwan
[2] Natl Chengchi Univ, Res Ctr Mind Brain & Learning, Taipei, Taiwan
来源
FRONTIERS IN PSYCHOLOGY | 2019年 / 10卷
关键词
creativity; flow experience; mastery experience; mindful learning; self-efficacy; game-based learning; EMPLOYEE CREATIVITY; MEDIATING ROLE; STUDENTS; ENGAGEMENT; CHILDREN; SKILLS;
D O I
10.3389/fpsyg.2019.01593
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This study was performed within the limited framework of computer-game-based educational programs designed to enhance creativity. Furthermore, the utilization of mindful learning and moderators such as flow, mastery experience, and self-efficacy, brings this research to the forefront of modern educational practices. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analyses presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon completion of the experimental instruction, self-evaluation revealed that participants with higher scores on the concerned variables improved more in both creative ability and confidence than their counterparts. Additionally, path model analysis revealed that mindful learning experience was a powerful predictor of both mastery experience and flow experience; it also influenced mastery experience through flow experience and self-efficacy. The findings support the effectiveness of the game-based learning program developed in this study. Moreover, this study contributes to the theoretical construction of how game-based learning can be designed to facilitate mindful learning experience, flow experience, self-efficacy, and mastery experience during creativity. Some additional enhancement mechanisms utilized in the program were: rewards for high-quality performance, challenging tasks, a variety of design components, immediate feedback, and idea sharing. The theoretical design of this study provides support for the ongoing scientific investigation of new applications of mindful learning in educational programs concerning the learning of creativity.
引用
收藏
页数:12
相关论文
共 50 条
  • [1] Growth-mindset intervention effects and the relationship of mindset, hope belief, and self-efficacy during creativity game-based learning
    Ting, Yu-Shan
    Yeh, Yu-chu
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (07) : 3146 - 3162
  • [2] Effects of the Badge Mechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment
    Yang, Jie Chi
    Quadir, Benazir
    Chen, Nian-Shing
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2016, 54 (03) : 371 - 394
  • [3] Are They Learning or Playing? Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment
    Lu, Yu-Ling
    Lien, Chi-Jui
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2020, 57 (08) : 1879 - 1909
  • [4] CREATIVITY AND GAME-BASED LEARNING
    Tomos, Florica
    Shabalina, Olga
    Malliarakis, Christos
    Balan, Oana
    Mozelius, Peter
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 6726 - 6735
  • [5] Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins
    Kiili, Kristian
    Lindstedt, Antero
    Koskinen, Antti
    Halme, Hilma
    Ninaus, Manuel
    McMullen, Jake
    INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2021, 8 (03): : 93 - 114
  • [6] Influences of Growth Mindset, Fixed Mindset, Grit, and Self-determination on Self-efficacy in Game-based Creativity Learning
    Yeh, Yu-chu
    Ting, Yu-Shan
    Chiang, Jui-Ling
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2023, 26 (01): : 62 - 78
  • [7] Increasing teachers' creativity through Game-Based Learning
    Logofatu, Bogdan
    Dumitrache, Anisoara
    Gheorghe, Mihaela
    PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING, ICVL 2010, 2010, : 467 - 470
  • [8] Guiding teachers' game-based learning: How user experience of a digital curriculum guide impacts teachers' self-efficacy and acceptance of educational games
    Sharma, Robin
    Tan, Chengyi
    Gomez, Daniel
    Xu, Chu
    Dube, Adam Kenneth
    TEACHING AND TEACHER EDUCATION, 2025, 155
  • [9] GoDental!Enhancing flipped classroom experience with game-based learning
    Borit, Melania
    Stangvaltaite-Mouhat, Lina
    EUROPEAN JOURNAL OF DENTAL EDUCATION, 2020, 24 (04) : 763 - 772
  • [10] Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
    Chun-Ming Hung
    Iwen Huang
    Gwo-Jen Hwang
    Journal of Computers in Education, 2014, 1 (2-3) : 151 - 166