A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total involvement in a given task is described by Csikszentmihalyi's Flow Theory. Flow Theory defines the difference between enjoyment and pleasure; an optimal experience is more of a manifestation of the former. The following elements of flow are manifested in computer games and learning environments: (1) task that can be completed; (2) ability to concentrate on task; (3) task has clear goals; (4) t...
This thesis presents a grounded theory of the flow experiences of mobile game players. Flow is a dee...
Flow is a state of consciousness in which people are completely focused on an enjoyable activity. It...
In contexts other than immersive virtual environments, theoretical and empirical work has identified...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Educational games have to be well designed to incorporate learner engagement, an integral component ...
The purpose of this paper is to present a participatory multimedia learning model for use in designi...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
This research examines how players engage in gameplay activities in videogames, and how these activi...
[[abstract]]Learning emotions are learners’ reaction to learning. Finding ways to keep learners feel...
AbstractEducational games have to be well designed to incorporate learner engagement, an integral co...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
This research paper focuses on the relationship between flow experience and multimodal learning envi...
This thesis presents a grounded theory of the flow experiences of mobile game players. Flow is a dee...
Flow is a state of consciousness in which people are completely focused on an enjoyable activity. It...
In contexts other than immersive virtual environments, theoretical and empirical work has identified...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Educational games have to be well designed to incorporate learner engagement, an integral component ...
The purpose of this paper is to present a participatory multimedia learning model for use in designi...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
This research examines how players engage in gameplay activities in videogames, and how these activi...
[[abstract]]Learning emotions are learners’ reaction to learning. Finding ways to keep learners feel...
AbstractEducational games have to be well designed to incorporate learner engagement, an integral co...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
This research paper focuses on the relationship between flow experience and multimodal learning envi...
This thesis presents a grounded theory of the flow experiences of mobile game players. Flow is a dee...
Flow is a state of consciousness in which people are completely focused on an enjoyable activity. It...
In contexts other than immersive virtual environments, theoretical and empirical work has identified...