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)
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| Title: | 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) |
|---|---|
| Language: | English |
| Authors: | Alexandre Marinho, Ig Ibert Bittencourt, Diego Dermeval (ORCID |
| Source: | Technology, Knowledge and Learning. 2025 30(1):399-424. |
| Availability: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 26 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| 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 |
| DOI: | 10.1007/s10758-024-09796-5 |
| ISSN: | 2211-1662 2211-1670 |
| Abstract: | 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. |
| Abstractor: | As Provided |
| Notes: | https://doi.org/10.7910/DVN/YVCZVK |
| Entry Date: | 2025 |
| Accession Number: | EJ1463010 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1463010 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: 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) – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Alexandre+Marinho%22">Alexandre Marinho</searchLink><br /><searchLink fieldCode="AR" term="%22Ig+Ibert+Bittencourt%22">Ig Ibert Bittencourt</searchLink><br /><searchLink fieldCode="AR" term="%22Diego+Dermeval%22">Diego Dermeval</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-8415-6955">0000-0002-8415-6955</externalLink>)<br /><searchLink fieldCode="AR" term="%22Jário+Santos%22">Jário Santos</searchLink><br /><searchLink fieldCode="AR" term="%22Geiser+Challco%22">Geiser Challco</searchLink><br /><searchLink fieldCode="AR" term="%22Marcelo+Reis%22">Marcelo Reis</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Technology%2C+Knowledge+and+Learning%22"><i>Technology, Knowledge and Learning</i></searchLink>. 2025 30(1):399-424. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 26 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Competition%22">Competition</searchLink><br /><searchLink fieldCode="DE" term="%22Cooperation%22">Cooperation</searchLink><br /><searchLink fieldCode="DE" term="%22Cooperative+Learning%22">Cooperative Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Environment%22">Educational Environment</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Perspective+Taking%22">Perspective Taking</searchLink><br /><searchLink fieldCode="DE" term="%22Interpersonal+Competence%22">Interpersonal Competence</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Uses+in+Education%22">Computer Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Experiments%22">Educational Experiments</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Satisfaction%22">Student Satisfaction</searchLink><br /><searchLink fieldCode="DE" term="%22Need+Gratification%22">Need Gratification</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10758-024-09796-5 – Name: ISSN Label: ISSN Group: ISSN Data: 2211-1662<br />2211-1670 – Name: Abstract Label: Abstract Group: Ab Data: 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: Note Label: Notes Group: Note Data: https://doi.org/10.7910/DVN/YVCZVK – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1463010 |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10758-024-09796-5 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 26 StartPage: 399 Subjects: – SubjectFull: Competition Type: general – SubjectFull: Cooperation Type: general – SubjectFull: Cooperative Learning Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Gamification Type: general – SubjectFull: Educational Environment Type: general – SubjectFull: Higher Education Type: general – SubjectFull: College Students Type: general – SubjectFull: Perspective Taking Type: general – SubjectFull: Interpersonal Competence Type: general – SubjectFull: Computer Uses in Education Type: general – SubjectFull: Educational Experiments Type: general – SubjectFull: Student Satisfaction Type: general – SubjectFull: Need Gratification Type: general Titles: – TitleFull: 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) Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Alexandre Marinho – PersonEntity: Name: NameFull: Ig Ibert Bittencourt – PersonEntity: Name: NameFull: Diego Dermeval – PersonEntity: Name: NameFull: Jário Santos – PersonEntity: Name: NameFull: Geiser Challco – PersonEntity: Name: NameFull: Marcelo Reis IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 03 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 2211-1662 – Type: issn-electronic Value: 2211-1670 Numbering: – Type: volume Value: 30 – Type: issue Value: 1 Titles: – TitleFull: Technology, Knowledge and Learning Type: main |
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