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Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning

机译:关联虚拟世界中流量和网真的影响:在基于游戏的学习中加深我们对用户行为的理解

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摘要

Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online.
机译:在线学习的最新研究表明,虚拟世界正在成为观察流量体验的重要环境。从这些模拟的空间中,研究人员可以在基于游戏的学习环境中加深对认知的理解。 Csikszentmihalyi(1997)将流动描述为一种心理沉浸感增强和精力充沛的感觉,其结果令人不顾外在压力和时间意识的丧失,以一种愉悦的心情发出。过去的研究表明,在一系列活动和地点(包括虚拟世界中的活动和地点)会遇到流量。作者的假设是,虚拟世界(例如“第二人生”(SL))中的流动与沉浸感和远程呈现的认知现象的程度呈正相关。在基于虚拟游戏的学习过程中,流程也可能有助于改善态度和行为。这项研究使用SL检验了与流量和远程呈现有关的三个假设。研究结果表明,流动和远程呈现都在SL中经历过,并且两者之间存在显着的相关性。这些发现揭示了导致在虚拟游戏和学习中产生流畅体验的复杂的相互关系和交互作用,同时引发了希望,体验流畅的学习者可以改善在线学习的态度。

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