为教育游戏用户创造心流体验:提升学习表现和满意度OA
Creating Flow Experiences for Educational Game Users:Enhancing Learning Performance and Satisfaction
[目的/意义]在"寓教于乐"理念和教育游戏广泛应用的背景下,如何提升教育游戏的有效性成为亟待解决的问题.本研究旨在探讨教育游戏中心流体验的形成与作用机制,并检验个体特质自主定向的调节作用.[方法/过程]本研究招募65名参与者完成教育游戏《我的世界:教育版》中的编程任务,使用量表测量其挑战—技能平衡、临场感、心流体验、学习满意度以及自主定向,并记录学习表现,采用偏最小二乘结构方程模型分析变量间的关系.[结果/结论]挑战—技能平衡和临场感均显著正向影响心流体验,心流体验对学习满意度具有显著的正向作用,并在心流前因与满意度之间起到中介作用.但心流体验对学习表现的正向影响较弱,并受到个体的自主定向水平的调节,高自主定向者更可能在体验心流后表现出更积极的行为结果.本研究为理解教育游戏中心流体验的影响机制提供了实证依据,为教育游戏的设计开发提供了实践指导.
[Purpose/Significance]Against the backdrop of the"learning through play"philosophy and the growing use of educational games,enhancing their effectiveness has become an urgent challenge.This study aims to explore the for-mation and impact of flow experience in educational games,and to examine the moderating role of the individual trait of autonomy orientation.[Method/Process]65 participants were recruited to complete the programming tasks in Minecraft Education.Self-reported questionnaires were used to measure perceived challenge-skill balance,sense of presence,flow experience,learning satisfaction,and autonomy orientation.Learning performance was also recorded.Partial least squares structural equation modeling(PLS-SEM)was employed to analyze the relationships among variables.[Result/Conclusion]Both challenge-skill balance and sense of presence significantly and positively predicted flow experience,which in turn had a strong positive effect on learning satisfaction and mediated the effect of its antecedents.However,the impact of flow on learning performance was weaker and moderated by autonomy orientation.Only individuals with higher autonomy orientation could translate flow experience into better behavioral outcomes.This study provides empirical support for understanding flow mechanisms in educational games and offers practical implications for their design and development.
孙竹墨;姜婷婷;陈佩龙;许艳闰
武汉大学文化遗产智能计算实验室,湖北 武汉 430072武汉大学信息管理学院,湖北 武汉 430072武汉大学文化遗产智能计算实验室,湖北 武汉 430072武汉大学信息管理学院,湖北 武汉 430072
社会科学
教育游戏心流体验用户—工具—任务模型挑战—技能平衡临场感因果定向理论
educational gamesflow experiencePerson-Artifact-Task modelchallenge-skill balancesense of presencecausality orientations theory
《现代情报》 2026 (2)
4-17,14
国家社会科学基金重点项目"智能时代提升全民数字素养的理论和实践研究"(项目编号:24AZD030).
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