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首页> 外文期刊>Frontiers in Psychology >Flow Experiences During Visuomotor Skill Acquisition Reflect Deviation From a Power-Law Learning Curve, but Not Overall Level of Skill
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Flow Experiences During Visuomotor Skill Acquisition Reflect Deviation From a Power-Law Learning Curve, but Not Overall Level of Skill

机译:在Visuomotor技能中获取期间的流动经验反映了幂律学习曲线的偏离,但不是总体技能水平

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Flow is a state of `optimal experience' that arises when skill and task demands match. Flow has been well studied in psychology using a range of self-report and experimental methods; with most research typically focusing on how Flow is elicited by a particular task. Here, we focus on how the experience of Flow changes during task skill development. We present a longitudinal experimental study of learning, wherein participants (N = 9) play a novel steering-game task designed to elicit Flow by matching skill and demand, and providing clear goals and feedback. Experimental design involves extensive in-depth measurement of behaviour, physiology, and Flow self-reports over two weeks of 40 game trials in eight sessions. Here we report behavioural results, which are both strikingly similar and strong within each participant. We find that the game induces a near-constant state of elevated Flow. We further find that the variation in Flow across all trials is less affected by overall performance improvement than by deviation of performance from the expected value predicted by a power law model of learning.
机译:流程是技能和任务需求匹配时出现的“最佳体验”的状态。使用一系列自我报告和实验方法,在心理学中已经很好地研究了流量;大多数研究通常专注于如何通过特定任务引发流程。在这里,我们专注于任务技能发展过程中流动变化的经验。我们展示了学习的纵向实验研究,其中参与者(n = 9)扮演一种新颖的转向游戏任务,旨在通过匹配技能和需求来引发流动,并提供明确的目标和反馈。实验设计涉及在八次会议中超过40个游戏试验的行为,生理学和流动自我报告的广泛测量。在这里,我们报告行为结果,这些结果在每个参与者内都有惊人的相似和强大。我们发现游戏引起了近常数的升高状态。我们进一步发现,所有试验的流量的变化都不受到整体性能改善的影响,而不是通过从电力法律模型预测的学习预期值偏差。

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