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

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 lea...

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Published in:Journal of Computer Assisted Learning Vol. 29; no. 6; pp. 505 - 518
Main Authors: Bressler, D.M., Bodzin, A.M.
Format: pictorial research tables/charts Journal Article
Published: Wiley-Blackwell Dec2013
Online Access:View this record in EBSCOhost
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      dt: Dec2013
      vid: 29
      iid: 6
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        91734752
        10.1111/jcal.12008
        104151015
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        atl: A mixed methods assessment of students' flow experiences during a mobile augmented reality science game.
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        au:
          Bressler, D.M.
          Bodzin, A.M.
        affil: Lehigh University
      sug:
        subj:
          Computer-Assisted Instruction
          Wireless Communications
          Virtual Reality
          Learning Methods
          Video Games
          Collaboration
          Human
          Multimethod Studies
          Students, Middle School
          Pretest-Posttest Design
          Observational Methods
          Male
          Female
          Student Attitudes
          Pennsylvania
          Science
          Child
          Adolescence
          Summated Rating Scaling
          Descriptive Statistics
          Coefficient alpha
          Pearson's Correlation Coefficient
          Semi-Structured Interview
          Audiorecording
          Regression
          Data Analysis Software
          Analysis of Variance
          Child: 6-12 years
          Adolescent: 13-18 years
          Male
          Female
      ab: 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.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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