Abstract

The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative exploration into the nature of flow—the state of being absorbed by an activity, and presence—the sense of “being there” in a virtual learning environment. This study follows players’ experiences within an immersive environment, with the notion of “immersive” being the extent to which the computer system delivers a surrounding environment. The data analysis includes videotaped activity, transcripts and interviews of six different games, three of which have explicit learning objectives derived from two different genres. While viewing perspective was previously thought to have significant influence on presence, flow, and learning, these findings suggest that four emergent categories (content, emotion, motivation, engagement) have more influence than perspective.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.