Abstract: This paper describes research into making e-learning activities motivating and engaging, yet still producing effective learning. Flow is used as an underlying theory to explore student behaviour during online instruction. In this study, 59 students worked through a learning exercise in physics while two different methods were employed to measure flow experiences. Graphical visualisations (‘flow path ’ plots) were employed to show the dynamic nature of the students ’ experiences. These were found to be inconsistent with other traditional flow measurement techniques. The study identified the students ’ changing focus between task and artefact as a contributor to this inconsistency. A significant contribution of this paper is the ide...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Flow theory (Csikszentmihalyi, 1990) has the potential to measure and describe the quality of a stu...
The purpose of this exploratory study was (1) to investigate how student perceptions of cognitive pr...
Past research has suggested that Csikszentmihalyi’s flow theory describes a state that should be sup...
This study applied components of Csikszentmhalyis flow theory to the Web-based Training (WBT) envir...
© 2004 Jon Malcolm Pearce.This thesis combines ideas from human-computer interaction, education and ...
Flow is an optimal experience resulting in intense engagement in the activity. People achieved flow ...
This research paper focuses on the relationship between flow experience and multimodal learning envi...
Many of the diverse pleasures that people experience during recreational computing activities can be...
This paper seeks to explain why some individuals sink further into states of flow than others, and w...
This study integrated the person-artefact-task model (PAT) and value-satisfaction-behavioral intenti...
In contexts other than immersive virtual environments, theoretical and empirical work has identified...
Available online http://onlinelibrary.wiley.com/doi/10.1111/j.1365-2729.2011.00455.x/abstractdoi/10....
Flow, as first introduced by Mihalyi Csikszentmihalyi, has been demonstrated to yield optimal experi...
E-Learn World Conference on E-Learning in Corporate, Government, Healthcare & Higher Educatio
Many of the diverse pleasures that people experience during recreational computing activities can be...
Flow theory (Csikszentmihalyi, 1990) has the potential to measure and describe the quality of a stu...
The purpose of this exploratory study was (1) to investigate how student perceptions of cognitive pr...
Past research has suggested that Csikszentmihalyi’s flow theory describes a state that should be sup...
This study applied components of Csikszentmhalyis flow theory to the Web-based Training (WBT) envir...
© 2004 Jon Malcolm Pearce.This thesis combines ideas from human-computer interaction, education and ...
Flow is an optimal experience resulting in intense engagement in the activity. People achieved flow ...
This research paper focuses on the relationship between flow experience and multimodal learning envi...
Many of the diverse pleasures that people experience during recreational computing activities can be...
This paper seeks to explain why some individuals sink further into states of flow than others, and w...
This study integrated the person-artefact-task model (PAT) and value-satisfaction-behavioral intenti...
In contexts other than immersive virtual environments, theoretical and empirical work has identified...
Available online http://onlinelibrary.wiley.com/doi/10.1111/j.1365-2729.2011.00455.x/abstractdoi/10....
Flow, as first introduced by Mihalyi Csikszentmihalyi, has been demonstrated to yield optimal experi...
E-Learn World Conference on E-Learning in Corporate, Government, Healthcare & Higher Educatio
Many of the diverse pleasures that people experience during recreational computing activities can be...
Flow theory (Csikszentmihalyi, 1990) has the potential to measure and describe the quality of a stu...
The purpose of this exploratory study was (1) to investigate how student perceptions of cognitive pr...