EGameFlow: A scale to measure learners' enjoyment of e-learning games
By Fong-Ling Fu, Ronghui Su, Sheng-Chin Yu. Comput. Educ., 2009
709 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/c7ffa6fc82d02b5ea8ed5e7bf41cf762a97ec5b0
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In Computer Science Applications
In Developmental and Educational Psychology
- Jonna Koivisto
- Juho Hamari
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Nannan Xi
- Azita Iliya Abdul Jabbar
In Human-Computer Interaction
Citations in the corpus
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “…et al., 2012; Wang et al., 2009; Weibel, Wissmath, Habegger, Steiner, & Groner, 2008), instant messaging (Lu, Zhou, & Wang, 2009), mobile technologies (Chen, 2006), web sites in general (Skadberg & Kimmel, 2004), and game-based learning (Admiraal, Huizenga, Akkerman, & Dam, 2011; Fu et al., 2009).”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “With respect to motivational aspects of games in learning, Fu, Su, & Yu (2009) found that, with the addition of a learning subscale, Sweetser and Wyeth ’ s game fl ow model applied well to evaluating motivational features of educational games.”
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, neutral): “There have been other instruments developed especially for game-based environments, often employing flow and other engagement-related constructs, but they have not been widely used or validated (e.g., Brockmyer et al., 2009; Fu, Su, & Yu, 2009).”