The Effects of Gamification on Students' Flow Experience.

Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the stud...

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Publicado en:Journal of Computer Assisted Learning Vol. 41; no. 5; pp. 1 - 23
Autores principales: Oliveira, Wilk, Dantas Scaico, Pasqueline, Hamari, Juho, Li, Zhaoxing, Shi, Lei
Formato: research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Oct2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2025
      vid: 41
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      pub: Wiley-Blackwell
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        10.1111/jcal.70120
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        atl: The Effects of Gamification on Students' Flow Experience.
      aug:
        au:
          Oliveira, Wilk
          Dantas Scaico, Pasqueline
          Hamari, Juho
          Li, Zhaoxing
          Shi, Lei
        affil: Gamification Group, Research Centre of Gameful Realities, Computing Sciences Unit, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
      sug:
        subj:
          Educational Technology
          Students, College
          Gamification
          Student Experiences Evaluation
          Motivation
          Outcomes of Education Evaluation
          Human
          Male
          Female
          Adolescence
          Adult
          Finland
          Randomized Controlled Trials
          Random Assignment
          Descriptive Statistics
          Mann-Whitney U Test
          Data Analysis Software
          Nonparametric Statistics
          Inferential Statistics
          Learning Environment
          Funding Source
          Adolescent: 13-18 years
          Adult: 19-44 years
          Male
          Female
      ab: Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly motivating state associated with the learning process. Objectives: To address this gap, we examined the impact of gamification on students' flow experience within a learning management system. Methods: We conducted a controlled between‐subjects experiment (N = 65) in which participants in the experimental group interacted with a gamified version of the system, which incorporated a typical gamification design consisting of a collection of various game elements that constituted a form of meta‐game interaction around the learning activity (as opposed to, for example, serious games or game‐based learning). In contrast, the participants in the control group used the same system with the same educational tasks but without gamification. We used descriptive and inferential statistical methods (i.e., Mann–Whitney U test) to compare the students' flow experience between the groups. Results and Conclusions: The results reveal that the influence of gamification on students' flow experience was not statistically significant. These findings suggest that current gamification designs may not effectively facilitate flow in educational contexts, highlighting the need for further research and development to align gamification with desired educational outcomes.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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