Evaluations of an Experiential Gaming Model: The Realgame Case
Kristian Kiili, Tampere University of Technology, Pori, Finland ; Timo Lainema, Turku School of Economics and Business Administration, Finland
EdMedia + Innovate Learning, in Orlando, FL USA ISBN 978-1-880094-60-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This paper examines the experiences of university students (N = 92) who participated in a business simulation game session. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model aimed to support the design of educational games. Additionally, the study aims to operationalize the flow construct in an educational game context and to test the constructed GameFlow questionnaire. Results indicated that the flow antecedents studied contributed to flow experience and should be considered in educational game design. Furthermore, the results provided some baseline evidence for the assumption that flow experience has a positive impact on learning and exploratory behaviour. Overall, these results indicate that experiential gaming model is a useful framework to study gaming experience and can be utilized in educational game design.
Kiili, K. & Lainema, T. (2006). Evaluations of an Experiential Gaming Model: The Realgame Case. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2343-2350). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 23, 2023 from https://www.learntechlib.org/primary/p/23336/.
© 2006 Association for the Advancement of Computing in Education (AACE)
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