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...
| Published in: | Journal of Computer Assisted Learning Vol. 29; no. 6; pp. 505 - 518 |
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| Main Authors: | , |
| Format: | pictorial research tables/charts Journal Article |
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Wiley-Blackwell
Dec2013
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104151015&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 104151015 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Dec2013 vid: 29 iid: 6 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 104151015 91734752 10.1111/jcal.12008 104151015 ppf: 505 ppct: 13 formats: tig: atl: A mixed methods assessment of students' flow experiences during a mobile augmented reality science game. aug: 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 refInfo: holdings: @attributes: islocal: N |
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