Flow in ChatGPT-based logic learning and its influences on logic and self-efficacy in English argumentative writing

R Zhang, D Zou, G Cheng, H Xie - Computers in Human Behavior, 2025 - Elsevier
Flow is a state of full engagement in an activity. Learning environments featured by Skill-
challenge balance, Clear goal, Feedback, and Playability—collectively known as flow …

The Relationship between Users' Behavior and Their Flow Experience in Gamified Systems

W Oliveira, J Hamari, S Isotani - Proceedings of the ACM on Human …, 2023 - dl.acm.org
Modeling users' experience in gameful systems is one of the main contemporary challenges
in the field of human-computer interaction. One of the most desired and complex …

How do personality traits of college students affect their learning flow experience?

Y Tian, L Ou - Learning and Motivation, 2023 - Elsevier
Researchers hypothesize that awareness of one's learning motivations leads to diverse
levels of learning flow experience depending on one's personality. The present study …

Uncovering associations between users' behaviour and their flow experience

W Oliveira, J Hamari, W Ferreira… - Behaviour & …, 2024 - Taylor & Francis
Flow experience is one of the most ambitious targets of any user interface designer.
However, it has remained elusive to evaluate how well user interfaces give rise to flow …

Flow Experience Analysis in Gameful Educational Environments: A Systematic Literature Review

W Oliveira, J Hamari - 2024 IEEE International Conference on …, 2024 - ieeexplore.ieee.org
One of the most important challenges in gameful educational environments (eg, gamified
educational systems, educational games, and educational VR applications) is to identify …

Studying the Flow Experience in Computer-Supported Collaborative Learning: A Study with PyramidApp

RAL Quintero, R Sánchez-Reina… - Journal of Learning …, 2024 - learning-analytics.info
Abstract Computer-Supported Collaborative Learning (CSCL) is recognized as an effective
methodology for fostering social interaction mediated by technology in ways that potentially …

Play and resistance: intersecting identities and implicit biases in gamified educational tools

O Pastushenko, CJ Passmore - Extended Abstracts of the 2023 CHI …, 2023 - dl.acm.org
As Human-Computer Interaction (HCI) researchers, we can create digital tools which
facilitate growth, liberate, and heal, or create tools for trauma, discrimination, and increasing …

The relationship between students' flow experience and their behavior data in gamified educational systems

W Oliveira, K Tenório, J Hamari, S Isotani - 2022 - trepo.tuni.fi
The number of students using online educational systems is increasing, especially after the
growth of the use of this type of system due to the social isolation caused by the Covid-19 …

新课标背景下青少年体育游戏设计研究: 心流理论框架与实践策略.

陆炎, 史曙生, 葛国政, 李冲… - Journal of Physical …, 2024 - search.ebscohost.com
基于心流形成机制, 对青少年体育游戏的目标, 任务, 技术, 反馈设计进行理论分析. 研究认为:
新课标从目标引领, 任务调适和反馈驱动3 个方面促进青少年体育游戏心流体验 …

Identifying Engagement in Children's Interaction Whilst Composing Digital Music at Home

C Ford, N Bryan-Kinns - Proceedings of the 14th Conference on …, 2022 - dl.acm.org
Identifying points of engagement from a person's interaction with computers could be used
to assess their experience and to adapt user interfaces in real-time. However, it is difficult to …