Flow & Learning in Quantum Spectre
Elizabeth Rowe, Jodi Asbell-Clarke, Teon Edwards, EdGE @ TERC, United States
EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Serious games are ideal for studying the relationship between learning and flow. EdGE and other researchers are examining game log data to identify patterns of play that can predict conceptual understanding, inquiry skills, and non-cognitive states (Asbell-Clarke et al., 2013; Baker et al., 2013; Halverson et al., 2013; Ventura & Shute, 2013; DiCerbo, 2014). In this paper, we present preliminary analyses from a study examining the relationship between the players’ (a) Quantum Spectre play patterns; (b) their engagement level while playing the game; and (c) changes in pre-post assessments. Quantum Spectre is a puzzle-style game that targets player understanding of the Law of Refraction, Focal Length, and Slope.
Rowe, E., Asbell-Clarke, J. & Edwards, T. (2014). Flow & Learning in Quantum Spectre. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2512-2516). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
© 2014 Association for the Advancement of Computing in Education (AACE)