ERIC Number: EJ1463010
Record Type: Journal
Publication Date: 2025-Mar
Pages: 26
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2211-1662
EISSN: EISSN-2211-1670
Available Date: 2024-12-10
How Does the Mechanics of Competition and Collaboration Impact on Student's Flow Experience in a Gamified Educational Environment? An Experimental Study in Higher Education (Under Review)
Alexandre Marinho1; Ig Ibert Bittencourt1; Diego Dermeval1,3; Jário Santos2; Geiser Challco1,4; Marcelo Reis1
Technology, Knowledge and Learning, v30 n1 p399-424 2025
The impact of evolving technologies, including in education, has prompted researchers to enhance the educational process through flow experience in technology-enhanced learning environments in Informatics in Education. This study investigates the effects of a gamified educational environment with competition and collaboration elements on students' flow experience, since Cooperation and collaboration significantly impact students' flow experience in various ways: (i) Social Engagement; (ii) Exchange of Ideas and Perspectives; (iii) Development of Social Skills; and (iv) Meaningful Learning. One hundred twenty-seven students participated in computer-supported learning sessions across four groups (Individual, In Group, Individual Competition, and Group Competition). we developed a gamified experimental system that included a question-and-answer section, followed by completing the DFS-2 questionnaire. Results show that competition and collaboration individually do not significantly influence flow experience, but their combined application within a gamified environment does. Integrating competition and collaboration optimizes students' flow experience, fostering immersion, engagement, and intrinsic motivation. Educators can create more engaging learning environments by leveraging cooperative gamification, leading to deep concentration and a heightened sense of gratification.Through this study, we aim to contribute to the existing body of knowledge on the effects of collaboration and competition in gamified educational environments, providing insights into how these elements impact students' flow experience.
Descriptors: Competition, Cooperation, Cooperative Learning, Learner Engagement, Gamification, Educational Environment, Higher Education, College Students, Perspective Taking, Interpersonal Competence, Computer Uses in Education, Educational Experiments, Student Satisfaction, Need Gratification
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Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Data File: URL: https://doi-org.bibliotheek.ehb.be/10.7910/DVN/YVCZVK
Author Affiliations: 1Federal University of Alagoas, Computing Institute, Maceió, Brazil; 2Federal University of Alagoas, Information System, Penedo, Brazil; 3Federal University of Alagoas, Medical School, Maceió, Brazil; 4Federal Rural University of the Semi-Arid, Department of Engineering and Technology, Pau dos Ferros, Brazil