scispace - formally typeset
Search or ask a question
Author

Antero Lindstedt

Bio: Antero Lindstedt is an academic researcher from Tampere University of Technology. The author has contributed to research in topics: Game mechanics & Game design. The author has an hindex of 6, co-authored 15 publications receiving 199 citations.

Papers
More filters
Journal ArticleDOI
TL;DR: Using a machine learning approach on facial emotion detection data, it is substantiated that the emotionally engaging nature of games facilitates learning.
Abstract: It is often argued that game-based learning is particularly effective because of the emotionally engaging nature of games. We employed both automatic facial emotion detection as well as subjective ratings to evaluate emotional engagement of adult participants completing either a game-based numerical task or a non-game-based equivalent. Using a machine learning approach on facial emotion detection data we were able to predict whether individual participants were engaged in the game-based or non-game-based task with classification accuracy significantly above chance level. Moreover, facial emotion detection as well as subjective ratings consistently indicated increased positive as well as negative emotions during game-based learning. These results substantiate that the emotionally engaging nature of games facilitates learning.

83 citations

Journal ArticleDOI
TL;DR: It is argued that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning, and new methods to measure flow and analyse the data need to be developed and studied.
Abstract: The entertaining elements implemented in a serious game are key factors in determining whether a player will be engaged in a play-learn process and able to achieve the desired learning outcomes. Thus, optimization of subjective playing experience is a crucial part of a game design process. Flow theory can be adopted for measuring user experience and analyzing the quality of serious game designs. In addition, flow seems to have a positive influence on performance enhancement, learning and engagement. The focus of this review is especially on examining the meaning of flow in the context of serious games as well as exploring the relationship between flow and learning, factors that influence occurrence of flow and how flow is operationalized. The review revealed that there are mainly conceptual considerations about flow in serious games, but no robust empirical evidence about the meaning of flow. This is in line with other studies. We argue that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning. Furthermore, new methods to measure flow and analyse the data need to be developed and studied.

78 citations

Journal ArticleDOI
TL;DR: It is argued that game-based assessment can create a more complete picture of mathematical knowledge than simply measuring students' accuracy, providing indicators of student misconceptions and conceptual change processes.
Abstract: One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test instrument. We used it as a pre- and a post-test for a three-hour intervention in which we studied the effectiveness of Wuzzit Trouble, a game built on whole number arithmetic and designed to enhance mathematical thinking and problem solving skills. The results showed that (1) games can be used to assess mathematical knowledge validly, and (2) even short game-based interventions can be very effective. Based on the results, we argue that game-based assessment can create a more complete picture of mathematical knowledge than simply measuring students' accuracy, providing indicators of student misconceptions and conceptual change processes

61 citations

Journal ArticleDOI
TL;DR: The results of a game design process in which two prototypes of a collaborative exergame were studied showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of it.
Abstract: The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate the game evaluation and design process. Alltogether 102 junior high school students participated in two user experience studies and played collaborative exergames designed to teach soft skills. Playing experience was measured with a flow questionnaire, playing behavior was observed and some of the players were interviewed. The results showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of the game. However, flow does not provide detailed information about the shortages of the game and thus complementary methods is needed to identify the causes. The results also indicated that flow experience was independent of gender that supports its use in quality measurement.

25 citations

Journal ArticleDOI
TL;DR: Results substantiate on a neurofunctional level that game-based learning leads to an invigoration of learning processes through processes of reward and emotional engagement.

24 citations


Cited by
More filters
01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations

Journal ArticleDOI

885 citations

Journal Article
TL;DR: This article present a panorama actualizado y comprensivo de aprendizaje multimediado, i.e., traves of palabras (textos orales e impresos) e imagenes (ilustraciones, fotografias, mapas, animaciones, video).
Abstract: Durante la ultima decada el campo del aprendizaje multimediado ha emergido como una disciplina coherente basada en la investigacion. El Manual presenta un panorama actualizado y comprensivo de ambos. Este tipo de aprendizaje tiene lugar a traves de palabras (textos orales e impresos) e imagenes (ilustraciones, fotografias, mapas, animaciones, video). El Manual se centra en el modo en que se aprende con estos recursos en contextos mediados por la computadora.

407 citations