Measuring flow experience in an immersive virtual environment for collaborative learning.

In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a 'holistic sensation that people feel when they act with total involvement'. We applied the concept o...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 28; no. 4; pp. 350 - 366
Autores principales: van Schaik, P., Martin, S., Vallance, M.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Aug2012
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104469420&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 104469420
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        02664909
        6M1
      jtl: Journal of Computer Assisted Learning
      issn: 02664909
      maglogo: Y
    pubinfo:
      dt: Aug2012
      vid: 28
      iid: 4
      pid: 480
      pub: Wiley-Blackwell
      place: Malden, Massachusetts
    artinfo:
      ui:
        104469420
        77385624
        10.1111/j.1365-2729.2011.00455.x
        104469420
      ppf: 350
      ppct: 16
      formats:
      tig:
        atl: Measuring flow experience in an immersive virtual environment for collaborative learning.
      aug:
        au:
          van Schaik, P.
          Martin, S.
          Vallance, M.
        affil: Teesside University, School of Social Sciences and Law, Middlesbrough, UK
      sug:
        subj:
          Collaboration
          Computer-Assisted Instruction Psychosocial Factors
          Virtual Reality
          Human
          Time
          Learning Methods
          Female
          Male
          Adult
          Robotics
          Visual Analog Scaling
          Discriminant Validity
          Descriptive Statistics
          Motivation
          Funding Source
          Adult: 19-44 years
          Female
          Male
      ab: In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a 'holistic sensation that people feel when they act with total involvement'. We applied the concept of flow to modeling the experience of collaborative learning in an immersive virtual environment. The aims were, first, to psychometrically evaluate a measurement model of flow and, second, to test a structural model of flow. Pairs of small teams engaged in collaborative problem-solving tasks while communicating by way of an immersive virtual environment. Flow was measured after each session, using Guo and Poole's inventory for measuring flow in human-computer interaction. In relation to the first aim, partial-least-squares analysis demonstrated strong evidence for the measurement model. In relation to the second aim, the structural model was supported: the effect of learning-task characteristics on flow experience was mediated by its precursors, with extraneous variables held constant. It is reasoned that the experiment and resultant analysis of this work contributes to the development of measurement models and structural models of flow in immersive virtual environments.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N