EGameFlow: A scale to measure learners’ enjoyment of e-learning games

In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game...

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Veröffentlicht in:Computers and education 2009, Vol.52 (1), p.101-112
Hauptverfasser: Fu, Fong-Ling, Su, Rong-Chang, Yu, Sheng-Chin
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container_title Computers and education
container_volume 52
creator Fu, Fong-Ling
Su, Rong-Chang
Yu, Sheng-Chin
description In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner’s points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser’s & Wyeth’s framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university’s online learning course “Introduction to Software Application” were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.
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subjects Application in applications in subject areas
College Students
Computer Assisted Instruction
Computer Software
Computer Software Evaluation
Computer Uses in Education
Computers
Distance education and telelearning
Educational Games
Educational Technology
Electronic Learning
Evaluation Methods
Instructional Design
Interactive learning environments
Internet
Measurement Techniques
Media in education
Online Courses
Questionnaires
Rating Scales
Student Attitudes
Student Motivation
Student Surveys
Teaching/learning strategy
Technology Integration
Test Construction
Test Reliability
Test Validity
Verification
title EGameFlow: A scale to measure learners’ enjoyment of e-learning games
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