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Is it all in the game? Flow experie...
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Bressler, Denise M.
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Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game./
Author:
Bressler, Denise M.
Description:
291 p.
Notes:
Source: Dissertation Abstracts International, Volume: 75-08(E), Section: A.
Contained By:
Dissertation Abstracts International75-08A(E).
Subject:
Education, Technology of. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3620797
ISBN:
9781303914522
Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game.
Bressler, Denise M.
Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game.
- 291 p.
Source: Dissertation Abstracts International, Volume: 75-08(E), Section: A.
Thesis (Ph.D.)--Lehigh University, 2014.
Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.
ISBN: 9781303914522Subjects--Topical Terms:
1018012
Education, Technology of.
Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game.
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Source: Dissertation Abstracts International, Volume: 75-08(E), Section: A.
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Adviser: Alec M. Bodzin.
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Thesis (Ph.D.)--Lehigh University, 2014.
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Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3620797
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