2020 · 19 citations · 21 references
EducationEducational MeasurementEducational TechnologyInstructional DesignStudent EngagementUser Experience DesignEngagement AnalysisLearner AnalysisLearner Behavior AnalysisLearning AnalyticsMultimodal InstructionExperience ExtractionFlow State DetectionGamification In LearningGamified EngagementGamified LearningLearning Outcomes MeasurementLearning Outcomes MonitoringMultimodal Learning Analytics
Much research has sought to provide a flow experience for students in gamified educational systems to increase motivation and engagement. However, there is still a lack of quantitative research for evaluating the influence of the flow state on learning outcomes. One of the issues related to flow experience identification is that used techniques are often invasive or not suitable for massive applications. The current paper suggests a way to deal with this challenge. We describe a methodology based on multimodal learning analytics, aimed to provide automatic students' flow experience identification in the gamified assignments and measuring its influence on the learning outcomes. The application of the developed methodology showed that there are correlations between learning outcomes and flow state, but they depend on the initial level of the user. This finding suggests adding dynamic difficulty adjustment and other flow experience dimension to the gamified assignment.
21
From game design elements to gamefulness
Sebastian Deterding, Dan Dixon, Rilla Khaled et al. · 2011 · 7.8K citations
Top 10 algorithms in data mining
Xindong Wu, Vipin Kumar, J. R. Quinlan et al. · Knowledge and Information Systems · 2007 · 5.7K citations
Gamification in Education: A Systematic Mapping Study
Darina Dicheva, Christo Dichev, Gennady Agre et al. · Educational Technology & Society · 2015 · 1.5K citations · Full text