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Journal ArticleDOI

The concept of flow in collaborative game-based learning

01 May 2011-Computers in Human Behavior (Elsevier)-Vol. 27, Iss: 3, pp 1185-1194
TL;DR: Frequency 1550, a game about medieval Amsterdam merging digital and urban play spaces, has been examined as an exemplar of game-based learning and flow was shown to have an effect on their game performance, but not on their learning outcome.
About: This article is published in Computers in Human Behavior.The article was published on 2011-05-01 and is currently open access. It has received 307 citations till now. The article focuses on the topics: Game design & Game Developer.

Summary (1 min read)

Jump to: [Introduction][Case report] and [Discussion]

Introduction

  • Congenital disorders of glycosylation (CDG) are a family of heterogeneous multisystem inherited disorders caused by defects in the biosynthesis of glycoconjugates, affecting N- or O-glycosylation.
  • Defects in the remodelling of protein-bound glycans in the Golgi are called CDG type II (Marquardt and Denecke 2003).
  • Even within each group, most subtypes are characterized by a multisystem involvement with abnormalities in several biological markers.
  • N-Glycosylation is abnormal owing to the transfer of truncated LLOs and to the incomplete utilization of N-glycosylation sites.
  • Constant clinical features are severe epilepsy, microcephaly, visual impairment due to optic atrophy, and severely delayed psychomotor development.

Case report

  • The authors patient is the third child of healthy nonconsanguineous parents of Swiss and Italian origin.
  • He did not present inverted nipples, abnormal subcutaneous fat tissue distribution, heart anomalies or hepatic dysfunction as seen in other patients with CDG syndromes.
  • Visual contact was poor and developmental age was estimated at a level of 4 months.
  • His movement pattern is abnormal, with continuous involuntary movements of the head and the upper limbs.

Discussion

  • On the basis of the clinical features of their patient and of the published data of the six known patients with CDG.
  • Id, some features of the syndrome seem to be common (Table 1).
  • Id are probably needed to distinguish between primary and secondary signs of the disease.
  • The first mutation, p.P39L, has not been described so far.
  • Recent reports mention the existence of organ-specific CDG syndromes (Jaeken and Matthijs 2007).

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Citations
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Journal ArticleDOI
TL;DR: The results show that engagement in the game has a clear positive effect on learning, however, it is suggested that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.

1,022 citations


Cites background from "The concept of flow in collaborativ..."

  • ...The study sought to build on prior literature on game-based learning literature that has investigated learning, flow and engagement (e.g. Admiraal et al., 2011; Akkerman et al., 2009; Brom et al., 2014a; 2014b; Byun & Loh, 2014; Coller & Shernoff, 2009; Deater-Deckard et al., 2014; Eseryel et al.,…...

    [...]

Journal ArticleDOI
TL;DR: In this paper, game design features that promote engagement and learning in game-based learning (GBL) settings were investigated, and a set of general recommendations for GBL instructional design was developed.
Abstract: In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general recommendations for GBL instructional design. The findings illustrate the impact of key gaming features in GBL at both cognitive and emotional levels. We also identified gaming trends and several key drivers of engagement created by the gaming features embedded within GBL, as well as external factors that may have influences on engagement and learning.

348 citations


Cites background from "The concept of flow in collaborativ..."

  • ...Many of the papers (Admiraal et al., 2011; Barab et al., 2012; Hou, 2012; Hsu, Wu, & Huang, 2008; Huizenga, Admiraal, Akkerman, & ten Dam, 2009; G.-J. Hwang, Wu, & Chen, 2012; Liao et al., 2011; Meluso et al., 2012; Miller et al., 2011; Sadler et al., 2013; Sanchez & Olivares, 2011; Suh et al.,…...

    [...]

  • ...Many of the papers (Admiraal et al., 2011; Barab et al., 2012; Hou, 2012; Hsu, Wu, & Huang, 2008; Huizenga, Admiraal, Akkerman, & ten Dam, 2009; G.-J. Hwang, Wu, & Chen, 2012; Liao et al., 2011; Meluso et al., 2012; Miller et al., 2011; Sadler et al., 2013; Sanchez & Olivares, 2011; Suh et al., 2010) illustrate that multirole-play or collaborative role-play works effectively when coupled with learning tools and interactive elements and materials (Lennon & Coombs, 2007; Liu & Chu, 2010) to motivate and help learning....

    [...]

  • ...Students had some difficulties in recognizing the storyline and therefore did not take the story seriously as part of the gameplay (Admiraal et al., 2011)....

    [...]

References
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16 May 2003
TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Abstract: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.

7,211 citations

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01 Jan 1987
TL;DR: In this article, the authors present a general classification notation for multilevel models and a discussion of the general structure and maximum likelihood estimation for a multi-level model, as well as the adequacy of Ordinary Least Squares estimates.
Abstract: Contents Dedication Preface Acknowledgements Notation A general classification notation and diagram Glossary Chapter 1 An introduction to multilevel models 1.1 Hierarchically structured data 1.2 School effectiveness 1.3 Sample survey methods 1.4 Repeated measures data 1.5 Event history and survival models 1.6 Discrete response data 1.7 Multivariate models 1.8 Nonlinear models 1.9 Measurement errors 1.10 Cross classifications and multiple membership structures. 1.11 Factor analysis and structural equation models 1.12 Levels of aggregation and ecological fallacies 1.13 Causality 1.14 The latent normal transformation and missing data 1.15 Other texts 1.16 A caveat Chapter 2 The 2-level model 2.1 Introduction 2.2 The 2-level model 2.3 Parameter estimation 2.4 Maximum likelihood estimation using Iterative Generalised Least Squares (IGLS) 2.5 Marginal models and Generalized Estimating Equations (GEE) 2.6 Residuals 2.7 The adequacy of Ordinary Least Squares estimates. 2.8 A 2-level example using longitudinal educational achievement data 2.9 General model diagnostics 2.10 Higher level explanatory variables and compositional effects 2.11 Transforming to normality 2.12 Hypothesis testing and confidence intervals 2.13 Bayesian estimation using Markov Chain Monte Carlo (MCMC) 2.14 Data augmentation Appendix 2.1 The general structure and maximum likelihood estimation for a multilevel model Appendix 2.2 Multilevel residuals estimation Appendix 2.3 Estimation using profile and extended likelihood Appendix 2.4 The EM algorithm Appendix 2.5 MCMC sampling Chapter 3. Three level models and more complex hierarchical structures. 3.1 Complex variance structures 3.2 A 3-level complex variation model example. 3.3 Parameter Constraints 3.4 Weighting units 3.5 Robust (Sandwich) Estimators and Jacknifing 3.6 The bootstrap 3.7 Aggregate level analyses 3.8 Meta analysis 3.9 Design issues Chapter 4. Multilevel Models for discrete response data 4.1 Generalised linear models 4.2 Proportions as responses 4.3 Examples 4.4 Models for multiple response categories 4.5 Models for counts 4.6 Mixed discrete - continuous response models 4.7 A latent normal model for binary responses 4.8 Partitioning variation in discrete response models Appendix 4.1. Generalised linear model estimation Appendix 4.2 Maximum likelihood estimation for generalised linear models Appendix 4.3 MCMC estimation for generalised linear models Appendix 4.4. Bootstrap estimation for generalised linear models Chapter 5. Models for repeated measures data 5.1 Repeated measures data 5.2 A 2-level repeated measures model 5.3 A polynomial model example for adolescent growth and the prediction of adult height 5.4 Modelling an autocorrelation structure at level 1. 5.5 A growth model with autocorrelated residuals 5.6 Multivariate repeated measures models 5.7 Scaling across time 5.8 Cross-over designs 5.9 Missing data 5.10 Longitudinal discrete response data Chapter 6. Multivariate multilevel data 6.1 Introduction 6.2 The basic 2-level multivariate model 6.3 Rotation Designs 6.4 A rotation design example using Science test scores 6.5 Informative response selection: subject choice in examinations 6.6 Multivariate structures at higher levels and future predictions 6.7 Multivariate responses at several levels 6.8 Principal Components analysis Appendix 6.1 MCMC algorithm for a multivariate normal response model with constraints Chapter 7. Latent normal models for multivariate data 7.1 The normal multilevel multivariate model 7.2 Sampling binary responses 7.3 Sampling ordered categorical responses 7.4 Sampling unordered categorical responses 7.5 Sampling count data 7.6 Sampling continuous non-normal data 7.7 Sampling the level 1 and level 2 covariance matrices 7.8 Model fit 7.9 Partially ordered data 7.10 Hybrid normal/ordered variables 7.11 Discussion Chapter 8. Multilevel factor analysis, structural equation and mixture models 8.1 A 2-stage 2-level factor model 8.2 A general multilevel factor model 8.3 MCMC estimation for the factor model 8.4 Structural equation models 8.5 Discrete response multilevel structural equation models 8.6 More complex hierarchical latent variable models 8.7 Multilevel mixture models Chapter 9. Nonlinear multilevel models 9.1 Introduction 9.2 Nonlinear functions of linear components 9.3 Estimating population means 9.4 Nonlinear functions for variances and covariances 9.5 Examples of nonlinear growth and nonlinear level 1 variance Appendix 9.1 Nonlinear model estimation Chapter 10. Multilevel modelling in sample surveys 10.1 Sample survey structures 10.2 Population structures 10.3 Small area estimation Chapter 11 Multilevel event history and survival models 11.1 Introduction 11.2 Censoring 11.3 Hazard and survival funtions 11.4 Parametric proportional hazard models 11.5 The semiparametric Cox model 11.6 Tied observations 11.7 Repeated events proportional hazard models 11.8 Example using birth interval data 11.9 Log duration models 11.10 Examples with birth interval data and children s activity episodes 11.11 The grouped discrete time hazards model 11.12 Discrete time latent normal event history models Chapter 12. Cross classified data structures 12.1 Random cross classifications 12.2 A basic cross classified model 12.3 Examination results for a cross classification of schools 12.4 Interactions in cross classifications 12.5 Cross classifications with one unit per cell 12.6 Multivariate cross classified models 12.7 A general notation for cross classifications 12.8 MCMC estimation in cross classified models Appendix 12.1 IGLS Estimation for cross classified data. Chapter 13 Multiple membership models 13.1 Multiple membership structures 13.2 Notation and classifications for multiple membership structures 13.3 An example of salmonella infection 13.4 A repeated measures multiple membership model 13.5 Individuals as higher level units 13.5.1 Example of research grant awards 13.6 Spatial models 13.7 Missing identification models Appendix 13.1 MCMC estimation for multiple membership models. Chapter 14 Measurement errors in multilevel models 14.1 A basic measurement error model 14.2 Moment based estimators 14.3 A 2-level example with measurement error at both levels. 14.4 Multivariate responses 14.5 Nonlinear models 14.6 Measurement errors for discrete explanatory variables 14.7 MCMC estimation for measurement error models Appendix 14.1 Measurement error estimation 14.2 MCMC estimation for measurement error models Chapter 15. Smoothing models for multilevel data. 15.1 Introduction 15.2. Smoothing estimators 15.3 Smoothing splines 15.4 Semi parametric smoothing models 15.5 Multilevel smoothing models 15.6 General multilevel semi-parametric smoothing models 15.7 Generalised linear models 15.8 An example Fixed Random 15.9 Conclusions Chapter 16. Missing data, partially observed data and multiple imputation 16.1 Creating a completed data set 16.2 Joint modelling for missing data 16.3 A two level model with responses of different types at both levels. 16.4 Multiple imputation 16.5 A simulation example of multiple imputation for missing data 16.6 Longitudinal data with attrition 16.7 Partially known data values 16.8 Conclusions Chapter 17 Multilevel models with correlated random effects 17.1 Non-independence of level 2 residuals 17.2 MCMC estimation for non-independent level 2 residuals 17.3 Adaptive proposal distributions in MCMC estimation 17.4 MCMC estimation for non-independent level 1 residuals 17.5 Modelling the level 1 variance as a function of explanatory variables with random effects 17.6 Discrete responses with correlated random effects 17.7 Calculating the DIC statistic 17.8 A growth data set 17.9 Conclusions Chapter 18. Software for multilevel modelling References Author index Subject index

5,839 citations


"The concept of flow in collaborativ..." refers methods in this paper

  • ...The variance partition coefficient (Goldstein, 2003) equals 0....

    [...]

  • ...The variance partition coefficient (Goldstein, 2003) equals 0.24, which means that 24% of the Table 5 Multilevel regression analyses with scores test on History knowledge....

    [...]

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01 Jun 1996
TL;DR: Csikszentmihalyi as mentioned in this paper used 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject to explore the creative process.
Abstract: Creativity is about capturing those moments that make life worth living. The author's objective is to offer an understanding of what leads to these moments, be it the excitement of the artist at the easel or the scientist in the lab, so that knowledge can be used to enrich people's lives. Drawing on 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject, Csikszentmihalyi uses his famous theory to explore the creative process. He discusses such ideas as why creative individuals are often seen as selfish and arrogant, and why the tortured genius is largely a myth. Most important, he clearly explains why creativity needs to be cultivated and is necessary for the future of our country, if not the world."Accessible and enjoyable reading." "--Washington Times" "Although the benefits of this study to scholars are obvious, this thought-provoking mixture of scholarly and colloquial will enlighten inquisitive general readers, too." "--Library Journal (starred review)"

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TL;DR: The Handbook of Positive Psychology as mentioned in this paper provides a forum for a more positive view of the human condition and provides an analysis of what the foremost experts believe to be the fundamental strengths of humankind.
Abstract: Psychology has long been enamored of the dark side of human existence, rarely exploring a more positive view of the mind. What has psychology contributed, for example, to our understanding of the various human virtues? Regrettably, not much. The last decade, however, has witnessed a growing movement to abandon the exclusive focus on the negative. Psychologists from several subdisciplines are now asking an intriguing question: "What strengths does a person employ to deal effectively with life?" The Handbook of Positive Psychology provides a forum for a more positive view of the human condition. In its pages, readers are treated to an analysis of what the foremost experts believe to be the fundamental strengths of humankind. Both seasoned professionals and students just entering the field are eager to grasp the power and vitality of the human spirit as it faces a multitude of life challenges. The Handbook is the first systematic attempt to bring together leading scholars to give voice to the emerging field of positive psychology.

4,097 citations

Frequently Asked Questions (14)
Q1. What have the authors contributed in "The concept of flow in collaborative game-based learning" ?

Huizentmihalyi et al. this paper found that the higher the educational level of students, the more flow their teams showed and the more student learned about the medieval history of Amsterdam. 

Future research might focus on how secondary school students with different abilities and capacities can be effectively and efficiently supported in game-based learning. For future research, the authors would suggest to study the effects of game-based learning when students not only play the game but are also involved in the creation of the game, which allows more space for individual story construction and the addition of elements of own interest. Promising new directions for future research might focus on flow with game play as an important explanatory variable of student learning. The potential of game creation for educational purposes has to be addressed more often, thus, while it is just this which has taken the newly developed Games Atelier – which allows students to create and play their own games in their own urban space via mobile phones, GPS and the Internet – one step further. 

Playing Frequency 1550 more than 1 day – in more areas of the city or with more sets of assignments that increase in complexity – could trigger experiences of flow more frequent. 

Issuing appropriate challenges and providing opportunities to enhance skills (e.g., providing immediate feedback, incrementally teaching more complex skills that build upon previously learned skills and scaffolding the learning process, see van der Pol, Volman, and Beishuizen (in press)) may be one of the most ideal ways of engaging students. 

Some of the more persistent educational problems facing students today include underachievement as well as learning, behavioral, and emotional difficulties that eventually lead to school dropout for many students (Battin-Pearson et al., 2000; Jonassen & Blondal, 2005). 

Players-as-producers obviously emphasizes the more creative and constructive role of the learner and may therefore trigger more flow with game play and enhance learning effects compared the Frequency 1550 game. 

Because the HQT is able to see each player walk through the city in real time – on the medieval map as well as on a current map of Amsterdam – they can work out the team’s strategy and use their phones to guide their team toward the locations where the assignments are hidden. 

Six models have been examined: a variance components model (model 0) to examine the variance components on student and group level, four models including a subset of independent variables, and a final model only including the independent variables that showed significant effects in an earlier model. 

Due to the relationship between challenge and ability, the concept of flow has been used by designers, teachers, and coaches in such wide-ranging fields as sports, tutoring, and increasingly information technology in education (see for some examples, Hsu & Lu, 2004). 

Four models have been examined: the first three models including a subset of independent variables, and the final model only including the independent variables that showed significant effects in an earlier model. 

This diary invites students to sympathize with a medieval character by describing intentions (e.g., need to buy a yarn), actions, and sensed reality (e.g., smells, sense of safety, weather experience). 

The analyses of model 1 show that team flow in game-play has a significant effect on group game performance, explaining 24% of the variance in team performance. 

other game activities that are related to flow show relationships with student learning outcome: the less groups of student were distracted from game play by solving technology problems and the more they were engaged with competition with other student groups, the more students appeared to learn about the medieval history of Amsterdam. 

Although many observations of decreased student engagement were related to technology difficulties, most students appeared to like the game and to be engaged in their game activities.