Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F14%3A10284159" target="_blank" >RIV/00216208:11320/14:10284159 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216208:11210/14:10284159
Výsledek na webu
<a href="http://dx.doi.org/10.1016/j.compedu.2014.07.001" target="_blank" >http://dx.doi.org/10.1016/j.compedu.2014.07.001</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.compedu.2014.07.001" target="_blank" >10.1016/j.compedu.2014.07.001</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study
Popis výsledku v původním jazyce
Serious games are supposed to instigate engagement and, in turn, improve learning. High engagement is frequently connected with a positive affective state and a high flow state. However, the alleged link between a learner's affective state, his/her flowstate and learning outcomes has not been investigated in detail in the context of serious games. Even less information is available on how serious games may influence markers of physiological arousal. To fill this gap, participants of this exploratory study (N = 171) played one of the six different serious game-based treatments, while we measured their affect, flow, cortisol secretion and learning achievement. The treatments were supposed to generate different levels of engagement and cortisol responses, because some of them were designed for a single user, while others were team-based, featuring so-called social-evaluative threat (ST) components. Our results revealed that flow was positively related to positive affect and negatively to
Název v anglickém jazyce
Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study
Popis výsledku anglicky
Serious games are supposed to instigate engagement and, in turn, improve learning. High engagement is frequently connected with a positive affective state and a high flow state. However, the alleged link between a learner's affective state, his/her flowstate and learning outcomes has not been investigated in detail in the context of serious games. Even less information is available on how serious games may influence markers of physiological arousal. To fill this gap, participants of this exploratory study (N = 171) played one of the six different serious game-based treatments, while we measured their affect, flow, cortisol secretion and learning achievement. The treatments were supposed to generate different levels of engagement and cortisol responses, because some of them were designed for a single user, while others were team-based, featuring so-called social-evaluative threat (ST) components. Our results revealed that flow was positively related to positive affect and negatively to
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
FB - Endokrinologie, diabetologie, metabolismus, výživa
OECD FORD obor
—
Návaznosti výsledku
Projekt
<a href="/cs/project/GPP407%2F12%2FP152" target="_blank" >GPP407/12/P152: Vzdělávací efekty výukových simulací</a><br>
Návaznosti
S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2014
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computers and Education
ISSN
0360-1315
e-ISSN
—
Svazek periodika
79
Číslo periodika v rámci svazku
October 2014
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
32
Strana od-do
69-100
Kód UT WoS článku
000342880100007
EID výsledku v databázi Scopus
—