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Foundation for Measuring Engagement in Educational Games

, Tampere University of Technology, Finland ; , Turku School of Economics, Finland

Journal of Interactive Learning Research Volume 19, Number 3, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC


Invited as a paper from ED-MEDIA 2006

This study is part of an ongoing attempt to develop a usable and valid scale for assessing the flow experience in educational games. The purpose of the paper is to operationalize the dimensions of flow experience in an educational game context and to test a constructed GameFlow questionnaire. Furthermore, the study strives to validate flow antecedents, the factors contributing to flow experience, proposed in game design models such as the experiential gaming model. The flow antecedents and the GameFlow questionnaire were studied through a business simulation game, which was used in a university level course (N = 92). Results indicate that the flow antecedents studied contributed to the 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. Overall, these results indicate that the experiential gaming model and the GameFlow questionnaire are useful tools for studying gaming experience and can be used in educational game design.


Kiili, K. & Lainema, T. (2008). Foundation for Measuring Engagement in Educational Games. Journal of Interactive Learning Research, 19(3), 469-488. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved December 13, 2018 from .


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Cited By

  1. Designing an Electronic Educational Game to Facilitate Immersion and Flow

    Yuxin Ma, Doug Williams & Louise Prejean, University of Louisiana at Lafayette, United States

    Journal of Interactive Learning Research Vol. 25, No. 1 (January 2014) pp. 27–49

  2. Power and Flow Experience in Time-Intensive Business Simulation Game

    Kristian Kiili, Tampere University of Technology, Finland; Timo Lainema, Turku School of Economics, Finland

    Journal of Educational Multimedia and Hypermedia Vol. 19, No. 1 (2010) pp. 39–57

  3. Power and flow experience in collaborative business simulation gaming

    Kristian Kiili, Tampere University of Technology, Pori, Finland; Timo Lainema, Turku School of Economics, Finland; Koen Veermans, University of Turku, Finland

    EdMedia + Innovate Learning 2009 (Jun 22, 2009) pp. 1753–1758

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