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

被引:36
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
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
[41]   A Survey of Students' Improved Mastery of Game Playing Skills Through Informal Online Game-Based Learning [J].
Scullion, Jim ;
Stansfield, Mark ;
Connolly, Thomas .
PROCEEDINGS OF THE 5TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2011, :535-542
[42]   Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness [J].
Chang, Chi-Cheng ;
Liang, Chaoyun ;
Chou, Pao-Nan ;
Lin, Guan-You .
COMPUTERS IN HUMAN BEHAVIOR, 2017, 71 :218-227
[43]   Game-Based Learning for Learning to Program: From Learning Through Play to Learning Through Game Development [J].
Shabalina, Olga ;
Malliarakis, Christos ;
Tomos, Florica ;
Mozelius, Peter .
PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, :571-576
[44]   Pharmacy student experience, preference, and perceptions of gaming and game-based learning [J].
Ng, Shiow-Fern ;
Dawie, Dorothy Diliana Shalilan Anak ;
Chong, Wei-Wen ;
Jamal, Jamia Azdina ;
Abd.Abd Ahman, Siti Noraisyah ;
Jamal, Jazmi Izwan .
CURRENTS IN PHARMACY TEACHING AND LEARNING, 2021, 13 (05) :479-491
[45]   School environment and mastery experience as predictors of teachers' self-efficacy beliefs towards inclusive teaching [J].
Wilson, Claire ;
Marks Woolfson, Lisa ;
Durkin, Kevin .
INTERNATIONAL JOURNAL OF INCLUSIVE EDUCATION, 2020, 24 (02) :218-234
[46]   Teaching EBP Using Game-Based Learning: Improving the Student Experience [J].
Davidson, Sandra J. ;
Candy, Laurie .
WORLDVIEWS ON EVIDENCE-BASED NURSING, 2016, 13 (04) :285-293
[47]   Learning Histology Through Game-Based Learning Supported by Mobile Technology [J].
Rojas-Mancilla, Edgardo ;
Conei, Daniel ;
Bernal, Yanara A. ;
Astudillo, Dan ;
Contreras, Yuri .
INTERNATIONAL JOURNAL OF MORPHOLOGY, 2019, 37 (03) :903-907
[48]   Effects of the instructional message used to introduce game-based learning, prior knowledge, prior gaming experience and flow on learning [J].
Portier-Charneau, Coralie ;
Sanchiz, Mylene .
INFORMATION AND LEARNING SCIENCES, 2024, :943-965
[49]   Game immersion experience: its hierarchical structure and impact on game-based science learning [J].
Cheng, M. -T. ;
She, H. -C. ;
Annetta, L. A. .
JOURNAL OF COMPUTER ASSISTED LEARNING, 2015, 31 (03) :232-253
[50]   Exploring the Effects of Card Game-Based Gamification Instructional Activity on Learners' Flow Experience, Learning Anxiety, and Performance- A Preliminary Study [J].
Wang, Shu-Ming ;
Chen, Yi-Chen ;
Hou, Huei-Tse ;
Hsu, Hao-Yun ;
Li, Cheng-Tai .
28TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION, ICCE 2020, 2020, :190-198