Flow in a Game-Based Learning Platform Design for K-12

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Abstract

Designing a learning platform for K-12 students implies didactic foundations translated into an IT solution. GamesHUB is an example where an interdisciplinary team combined their theoretical backgrounds to think, design, and create with a clear view to learning. After several assessments of teachers’ perceptions that helped to design GamesHUB in an iterative and agile process, this paper finally presents the first documented tests of the learning platform in four K-12 classrooms (N = 76). An adapted E-gameFlow—simplified for 8- to 10-year-old students—was used to evaluate the learning experience and satisfaction. Results indicate that self-reported concentration, perceived challenge, autonomy, and immersion were considered high. The reported experience through drawings and keywords adds to the hypothesis that GamesHUB is generating flow. However, these results need to be expended to confirm the impact and help the next steps of development. It invites the designing team to keep a similar layout and a similar student experience in the future development and tests of GamesHUB.

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APA

Alvarez, L., Karoui, A., Brumeaud, Q., & Geoffre, T. (2022). Flow in a Game-Based Learning Platform Design for K-12. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13647 LNCS, pp. 291–297). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-22124-8_28

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