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Content creation challenges and flow experience in educational games: The IT-Emperor case

机译:教育游戏中的内容创建挑战和流程体验:IT-Emperor案例

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摘要

Students increasingly demand more constructive online courses that not only provide information but also facilitate studying experiences. Educational games offer a viable strategy to this end. In this paper, the experiences of university students (n = 18) playing an educational game, IT-Emperor, which was designed to facilitate flow experience, are studied through questionnaires and interviews. The main purpose of this paper is to study the usefulness of content creation challenges included in IT-Emperor and factors that have an influence on flow experience. Results indicate that half of the participants experienced flow while playing IT-Emperor. This finding is significant because flow tends to have a positive impact on learning. Content creation was reported as the main activity causing flow; bad usability and low gamefulness were cited as obstacles of flow experience. However, because of the small sample size of this study, more research on the topic is recommended.
机译:学生越来越需要更具建设性的在线课程,这些课程不仅可以提供信息,还可以促进学习体验。教育游戏为此提供了可行的策略。在本文中,通过问卷调查和访谈研究了大学生(n = 18)玩教育游戏IT-Emperor的体验,该游戏旨在促进流动体验。本文的主要目的是研究IT-Emperor中包含的内容创建挑战的有用性以及影响流程体验的因素。结果表明一半的参与者在玩IT-Emperor时经历了流程。这一发现意义重大,因为流程倾向于对学习产生积极影响。据报告,内容创造是造成流量的主要活动;不良的可用性和较低的游戏性被认为是流动体验的障碍。但是,由于本研究的样本量较小,因此建议对该主题进行更多的研究。

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