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Predicting students' flow experience through behavior data in gamified educational systems

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26230%2F21%3APU144723" target="_blank" >RIV/00216305:26230/21:PU144723 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.fit.vut.cz/research/publication/12735/" target="_blank" >https://www.fit.vut.cz/research/publication/12735/</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1186/s40561-021-00175-6" target="_blank" >10.1186/s40561-021-00175-6</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Predicting students' flow experience through behavior data in gamified educational systems

  • Original language description

    The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether students are managing to achieve this experience in educational systems. The methods currently used to identify students flow experience are based on self-reports or equipment (e.g., eye trackers or electroencephalograms). The main problem with these methods is the high cost of the equipment and the impossibility of applying them massively. To address this challenge, we used behavior data logs produced by students during the use of a gamified educational system to predict the students flow experience. Through a data-driven study (N = 23) using structural equation modeling, we identified possibilities to predict the students flow experience through the speed of students actions. With this initial study, we advance the literature, especially contributing to the field of student experience analysis, by bringing insights showing how to step towards automatic students flow experience identification in gamified educational systems.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2021

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Smart Learning Environments

  • ISSN

    2196-7091

  • e-ISSN

  • Volume of the periodical

    8

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    SG - SINGAPORE

  • Number of pages

    18

  • Pages from-to

    1-18

  • UT code for WoS article

    000717490300001

  • EID of the result in the Scopus database

    2-s2.0-85118944820