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Using Games for Primary School: Assessing its Use with Flow Experience

Using Games for Primary School: Assessing its Use with Flow Experience
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Author(s): Steven Lopes Abrantes (Polytechnic Institute of Viseu, Portugal)and Luis Gouveia (University Fernando Pessoa, Portugal)
Copyright: 2012
Pages: 13
Source title: Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch039

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Abstract

Computer games are a form of e-learning; the player is able to learn at his own rhythm in a fun, but effective way. One of the most important aims of these educational games is to motivate the pupils to make learning easier by using their own experiences. This study is based on the flow experience introduced by Csikszentmihalyi (1975). The person who undergoes the flow experience feels pleased and fully emerged in what he is doing and tends to repeat the activity. In the context of this study, information has been gathered through questionnaires utilizing the five dimensions of the flow state. The sample used consisted on twenty nine pupils; each of them played five games. At the end of the study, it was possible to conclude that the pupils experienced the flow and that it had a positive effect on their learning experiences.

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