作者: Anthony Faiola , Christine Newlon , Mark Pfaff , Olga Smyslova
DOI: 10.1016/J.CHB.2012.10.003
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摘要: Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding cognition in context game-based learning. Csikszentmihalyi (1997) describes flow as feeling increased psychological immersion and energized focus, with outcomes evoke disregard for external pressures loss time consciousness, issuing sense pleasure. Past studies suggest is encountered array activities places, including those worlds. The authors' posit worlds, such Second Life (SL), can be positively associated degrees cognitive phenomenon telepresence. Flow also contribute better attitude behavior during This study tested three hypotheses related telepresence, using SL. Findings both telepresence experienced SL there significant correlation between them. These findings shed light complex interrelationships interactions lead gameplay learning, while engendering hope learners, who flow, acquire improved online.