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Full-Text Articles in Social and Behavioral Sciences
A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas
A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas
Electronic Theses and Dissertations
In this dissertation, the relationship between flow state, serious games, and learning was examined. Serious games, which are games that convey something other than enjoyment (e.g., learning), are increasingly popular platforms for research, training, and advertisement. The elements that make serious games useful to researchers, trainers, and practitioners are closely linked to those that make up the positive psychology construct of flow state. Flow state describes an optimum experience that is encountered when a variety of factors are met, and is characterized by high focus, engagement, motivation, and immersion. While flow state is often discussed in the serious games literature, …
Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans
Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans
Electronic Theses and Dissertations
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the science of learning (Cannon-Bowers and Bowers, 2009). One technological initiative that can benefit from this application is the use of synthetic learning environments (SLEs). SLEs are instructional systems embedded within virtual worlds. These worlds can be simulations of some task, for instance a simulation that may …