Skip to main content
Erschienen in: Journal of Science Education and Technology 3/2021

14.10.2020

Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game

verfasst von: Alec Bodzin, Robson Araujo Junior, Thomas Hammond, David Anastasio

Erschienen in: Journal of Science Education and Technology | Ausgabe 3/2021

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16–18 from a population that is economically disadvantaged and includes students who are typically unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure perceptions toward learning with VR games, immersion and presence. Participant focus groups were conducted with an emphasis on features that promoted engagement, learning, immersion, and presence. The findings revealed that all students experienced a flow state when they played the iVR learning game. Almost all users (98.1%) had positive attitudes towards using the iVR game. Students experienced high immersion and presence. In addition, students had favorable attitudes towards learning with iVR games in school environments.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Anhänge
Nur mit Berechtigung zugänglich
Literatur
Zurück zum Zitat Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74–85. Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74–85.
Zurück zum Zitat Azevedo, R., & Aleven, V. (Eds.). (2010). International handbook of metacognition and learning technologies. Amsterdam: Springer. Azevedo, R., & Aleven, V. (Eds.). (2010). International handbook of metacognition and learning technologies. Amsterdam: Springer.
Zurück zum Zitat Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: Supporting consequential play. Journal of Science Education and Technology, 16(1), 59–82. Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: Supporting consequential play. Journal of Science Education and Technology, 16(1), 59–82.
Zurück zum Zitat Baram-Tsabari, A., & Yarden, A. (2005). Characterizing children’s spontaneous interests in science and technology. International Journal of Science Education, 27(7), 803–826. Baram-Tsabari, A., & Yarden, A. (2005). Characterizing children’s spontaneous interests in science and technology. International Journal of Science Education, 27(7), 803–826.
Zurück zum Zitat Burke, R. J. (2007). Women and minorities in STEM: a primer. In R. J. Burke & M. C. Mattis (Eds.), Women and minorities in science, technology, engineering, and mathematics: upping the numbers (pp. 3–27). Cheltenham: Edward Elgar. Burke, R. J. (2007). Women and minorities in STEM: a primer. In R. J. Burke & M. C. Mattis (Eds.), Women and minorities in science, technology, engineering, and mathematics: upping the numbers (pp. 3–27). Cheltenham: Edward Elgar.
Zurück zum Zitat Calabrese Barton, A. (1998). Reframing “science for all” through the politics of poverty. Educational Policy, 12(5), 525–541. Calabrese Barton, A. (1998). Reframing “science for all” through the politics of poverty. Educational Policy, 12(5), 525–541.
Zurück zum Zitat Clark, D. B., Nelson, B., Sengupta, P., & D’Angelo, C. M. (2009). Rethinking science learning through digital games and simulations: Genres, examples, and evidence. Paper commissioned for the National Research Council Workshop on Games and Simulations, Washington, DC. Clark, D. B., Nelson, B., Sengupta, P., & D’Angelo, C. M. (2009). Rethinking science learning through digital games and simulations: Genres, examples, and evidence. Paper commissioned for the National Research Council Workshop on Games and Simulations, Washington, DC.
Zurück zum Zitat Csíkszentmihályi, M. (1996). Flow and the psychology of discovery and invention. New York, NY: Harper Collins. Csíkszentmihályi, M. (1996). Flow and the psychology of discovery and invention. New York, NY: Harper Collins.
Zurück zum Zitat DeBoer, G. (1991). A history of ideas in science education: Implications for practice. New York, NY: Teachers College Press. DeBoer, G. (1991). A history of ideas in science education: Implications for practice. New York, NY: Teachers College Press.
Zurück zum Zitat de Jong, T. (2005). The guided discovery principle in multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 215–228). New York: Cambridge University Press. de Jong, T. (2005). The guided discovery principle in multimedia learning. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 215–228). New York: Cambridge University Press.
Zurück zum Zitat Dieterle, E. (2009). Neomillennial learning styles and River City. Children, Youth & Environments, 19, 245–278. Dieterle, E. (2009). Neomillennial learning styles and River City. Children, Youth & Environments, 19, 245–278.
Zurück zum Zitat Dorph, R., Cannady, M. A., & Schunn, C. D. (2016). How science learning activation enables success for youth in science learning experiences. Electronic Journal of Science Education, 20(8), 49–83. Dorph, R., Cannady, M. A., & Schunn, C. D. (2016). How science learning activation enables success for youth in science learning experiences. Electronic Journal of Science Education, 20(8), 49–83.
Zurück zum Zitat Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109.
Zurück zum Zitat Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human–computer interaction. The Journal of Psychology, 128(4), 381–391. Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human–computer interaction. The Journal of Psychology, 128(4), 381–391.
Zurück zum Zitat Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219. Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219.
Zurück zum Zitat Gruenewald, D. A., & Smith, G. A. (Eds.). (2014). Place-based education in the global age: Local diversity (3rd ed.). New York: Psychology Press. Gruenewald, D. A., & Smith, G. A. (Eds.). (2014). Place-based education in the global age: Local diversity (3rd ed.). New York: Psychology Press.
Zurück zum Zitat Hamari, J., Shernoff, D. J., Rowe, E., Asbell-Clarke, J., Edwards, T., & Coller, B. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. Hamari, J., Shernoff, D. J., Rowe, E., Asbell-Clarke, J., Edwards, T., & Coller, B. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179.
Zurück zum Zitat Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111–127. Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111–127.
Zurück zum Zitat Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press. Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
Zurück zum Zitat Huang, W.-H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694–704. Huang, W.-H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694–704.
Zurück zum Zitat Jackson, S., Eklund, R., & Martin, A. (2010). The FLOW manual. Queensland, Australia: Mind Garden, Inc. Jackson, S., Eklund, R., & Martin, A. (2010). The FLOW manual. Queensland, Australia: Mind Garden, Inc.
Zurück zum Zitat Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641–661. Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641–661.
Zurück zum Zitat Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529. Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529.
Zurück zum Zitat Jessor, R. (1996). Ethnographic methods in contemporary perspective. In R. Jessor, A. Colby, and R.A. Shweder (Eds.), Ethnography and human development. Chicago: University of Chicago Press. Jessor, R. (1996). Ethnographic methods in contemporary perspective. In R. Jessor, A. Colby, and R.A. Shweder (Eds.), Ethnography and human development. Chicago: University of Chicago Press.
Zurück zum Zitat Kirriemuir, J., & McFarlane, A. (2004). Report 8: Literature review in games and learning. Bristol, UK: NESTA Futurelab. Kirriemuir, J., & McFarlane, A. (2004). Report 8: Literature review in games and learning. Bristol, UK: NESTA Futurelab.
Zurück zum Zitat Klopfer, E., Haas, J., Osterweil, S., & Rosenheck, L. (2018). Resonant games: Design principles for learning games that connect hearts, minds, and the everyday. Cambridge, MA: MIT Press. Klopfer, E., Haas, J., Osterweil, S., & Rosenheck, L. (2018). Resonant games: Design principles for learning games that connect hearts, minds, and the everyday. Cambridge, MA: MIT Press.
Zurück zum Zitat Krippendorf, K. (2004). Content analysis: An introduction to its methodology. Thousand Oaks, CA: Sage Publications Inc. Krippendorf, K. (2004). Content analysis: An introduction to its methodology. Thousand Oaks, CA: Sage Publications Inc.
Zurück zum Zitat Litman, J. A., & Spielberger, C. D. (2003). Measuring epistemic curiosity and its diversive and specific components. Journal of Personality Assessment, 80(1), 75–86. Litman, J. A., & Spielberger, C. D. (2003). Measuring epistemic curiosity and its diversive and specific components. Journal of Personality Assessment, 80(1), 75–86.
Zurück zum Zitat Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369. Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369.
Zurück zum Zitat Mayer, R. E. (2009). Multimedia learning (2nd ed.). New York: Cambridge University Press. Mayer, R. E. (2009). Multimedia learning (2nd ed.). New York: Cambridge University Press.
Zurück zum Zitat Nasir, N. S., Rosebery, A. S., Warren, B., & Lee, C. D. (2006). Learning as a cultural process: Achieving equity through diversity. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (pp. 489–504). New York: Cambridge University Press. Nasir, N. S., Rosebery, A. S., Warren, B., & Lee, C. D. (2006). Learning as a cultural process: Achieving equity through diversity. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (pp. 489–504). New York: Cambridge University Press.
Zurück zum Zitat National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Washington, DC: The National Academies Press. National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Washington, DC: The National Academies Press.
Zurück zum Zitat National Research Council. (2011). Learning science through computer games and simulations. Committee on Science Learning: Computer Games, Simulations, and Education. M.A. Honey and M.L. Hilton (Eds.). Board on Science Education, Division of Behavioral and Social Sciences and Education. Washington, DC: The National Academies Press. National Research Council. (2011). Learning science through computer games and simulations. Committee on Science Learning: Computer Games, Simulations, and Education. M.A. Honey and M.L. Hilton (Eds.). Board on Science Education, Division of Behavioral and Social Sciences and Education. Washington, DC: The National Academies Press.
Zurück zum Zitat National Science Foundation, National Center for Science and Engineering Statistics. (2019). Women, Minorities, and Persons with Disabilities in Science and Engineering: 2019. Special Report NSF 19–304. Alexandria, VA. https://www.nsf.gov/statistics/wmpd. National Science Foundation, National Center for Science and Engineering Statistics. (2019). Women, Minorities, and Persons with Disabilities in Science and Engineering: 2019. Special Report NSF 19–304. Alexandria, VA. https://​www.​nsf.​gov/​statistics/​wmpd.
Zurück zum Zitat Pellas, N., Konstantinou, N., Kazanidis, I., & Georgiou, G. (2017). Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review. Education and Information Technology, 22(5), 2235–2279. Pellas, N., Konstantinou, N., Kazanidis, I., & Georgiou, G. (2017). Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review. Education and Information Technology, 22(5), 2235–2279.
Zurück zum Zitat Pirker, J., Riffnaller-Schiefer, M., Tomes, L. M., & Gütl, C. (2016). Motivational active learning in blended and virtual learning scenarios: Engaging students in digital learning. In M. Pinhiero & D. Simões (Eds.), Handbook of Research on Engaging Digital Natives in Higher Education Settings (pp. 416–437). Hershey: IGI Global. Pirker, J., Riffnaller-Schiefer, M., Tomes, L. M., & Gütl, C. (2016). Motivational active learning in blended and virtual learning scenarios: Engaging students in digital learning. In M. Pinhiero & D. Simões (Eds.), Handbook of Research on Engaging Digital Natives in Higher Education Settings (pp. 416–437). Hershey: IGI Global.
Zurück zum Zitat Protheroe, N. (2004). Motivating reluctant learners. Principal, 84(1), 46–49. Protheroe, N. (2004). Motivating reluctant learners. Principal, 84(1), 46–49.
Zurück zum Zitat Rogoff, B. (2003). The cultural nature of human development. New York, NY: Oxford University Press. Rogoff, B. (2003). The cultural nature of human development. New York, NY: Oxford University Press.
Zurück zum Zitat Sanacore, J. (2008). Turning reluctant learners into inspired learners. The Clearing House: A Journal of Educational Strategies, Issues, and Ideas, 82(1), 40–44. Sanacore, J. (2008). Turning reluctant learners into inspired learners. The Clearing House: A Journal of Educational Strategies, Issues, and Ideas, 82(1), 40–44.
Zurück zum Zitat Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332–339. Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332–339.
Zurück zum Zitat Shernoff, D. J. (2012). Engagement and positive youth development: Creating optimal learning environments. In K. R. Harris, S. Graham, & T. Urdan (Eds.), The APA educational psychology handbook (pp. 195–220). Washington, D.C.: American Psychological Association. Shernoff, D. J. (2012). Engagement and positive youth development: Creating optimal learning environments. In K. R. Harris, S. Graham, & T. Urdan (Eds.), The APA educational psychology handbook (pp. 195–220). Washington, D.C.: American Psychological Association.
Zurück zum Zitat Shernoff, D. J., & Csikszentmihalyi, M. (2009). Flow in schools: Cultivating engaged learners and optimal learning environments. In R. C. Gilman, E. S. Heubner, & M. J. Furlong (Eds.), Handbook of positive psychology in schools (pp. 131–145). New York, NY: Routledge. Shernoff, D. J., & Csikszentmihalyi, M. (2009). Flow in schools: Cultivating engaged learners and optimal learning environments. In R. C. Gilman, E. S. Heubner, & M. J. Furlong (Eds.), Handbook of positive psychology in schools (pp. 131–145). New York, NY: Routledge.
Zurück zum Zitat Shernoff, D. J., Csikszentmihalyi, M., Schneider, B., & Shernoff, E. S. (2003). Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 18(2), 158–176. Shernoff, D. J., Csikszentmihalyi, M., Schneider, B., & Shernoff, E. S. (2003). Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 18(2), 158–176.
Zurück zum Zitat Shweder, R.A. (1996). True ethnography: The lore, the law, and the lure. In R. Jessor, A. Colby, and R.A. Shweder (Eds.), Ethnography and human development. Chicago: University of Chicago Press. Shweder, R.A. (1996). True ethnography: The lore, the law, and the lure. In R. Jessor, A. Colby, and R.A. Shweder (Eds.), Ethnography and human development. Chicago: University of Chicago Press.
Zurück zum Zitat Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3), 1–5. Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3), 1–5.
Zurück zum Zitat Treadwell, D. (2017). Introducing Communication Research (3ed ed.). Thousand Oaks, CA: Sage Publications. Treadwell, D. (2017). Introducing Communication Research (3ed ed.). Thousand Oaks, CA: Sage Publications.
Zurück zum Zitat Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229–243. Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229–243.
Zurück zum Zitat Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11(1), 39–45. Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11(1), 39–45.
Zurück zum Zitat Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., et al. (2009). Relationships between game attributes and learning outcomes: Review and research proposals. Simulation Gaming, 40(2), 217–266. Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., et al. (2009). Relationships between game attributes and learning outcomes: Review and research proposals. Simulation Gaming, 40(2), 217–266.
Zurück zum Zitat Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study. CyberPsychology and Behavior, 10(1), 38–44. Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study. CyberPsychology and Behavior, 10(1), 38–44.
Metadaten
Titel
Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game
verfasst von
Alec Bodzin
Robson Araujo Junior
Thomas Hammond
David Anastasio
Publikationsdatum
14.10.2020
Verlag
Springer Netherlands
Erschienen in
Journal of Science Education and Technology / Ausgabe 3/2021
Print ISSN: 1059-0145
Elektronische ISSN: 1573-1839
DOI
https://doi.org/10.1007/s10956-020-09870-4

Weitere Artikel der Ausgabe 3/2021

Journal of Science Education and Technology 3/2021 Zur Ausgabe

    Marktübersichten

    Die im Laufe eines Jahres in der „adhäsion“ veröffentlichten Marktübersichten helfen Anwendern verschiedenster Branchen, sich einen gezielten Überblick über Lieferantenangebote zu verschaffen.