Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


Engaging students through games: flow theory and its applica

No description

Tanushree Sarkar

on 16 July 2014

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Engaging students through games: flow theory and its applica

Engaging students through games: flow theory and its applications in the classroom
What is flow?
Components of flow (Csikszentmihalyi, 1990) :

A challenging activity that requires skills
The merging of action and awareness
Clear goals
Direct feedback
Concentration on the task at hand
The sense of control
The loss of self-consciousness
The transformation of time

How do Video Games create flow?
Student as a player!
And the teacher as the coach
Keeping the end in mind - Clear goals and immediate feedback
Flow and Learning
Intrinsic motivation
Student engagement
Higher grades

Higher attendance

Higher participation
Stealth learning - I didn't know I was learning...
Reflection - What did I learn?
Teacher - Connecting the game with other concepts.
Video Games + Teachers = A deep learning experience
How do we measure flow?
Most methods use surveys or self-reports
Only measure flow, not the other states related to it
Flow observation grid (‎Addessi et al, 2006)
What is the flow observation grid?
Observe 9 variables
0= absence, 1=average, 2= high
Inter rater reliability ranged from .75 to .95
Naturalistic observation during game play
Games based on Microsoft Kinect: number line game
Theoretical foundations of the videogames:
learning styles and Gardner's theory of multiple intelligences
Sample: 21 preschool children
Data coded and analysed by 2 independent observers using the Flow Observation Grid
What did we find?
We found, chi square (5, N = 21) = 39.286, p < .001 ; 66% experienced flow
What does it all mean?
The Video Game creates a state of flow
Future studies: How do videogames impact academic performance and conceptual understanding?
Our methodology: teachers can assess if the videogames create flow!
Boredom: Increase challenge
Anxiety: Reduce challenge
Track learning
Legitimacy of videogames as a valid pedagogical tool
Making learning fun!
Ladder of learning - Introducing concepts as a sequence of skills

Practice makes a kid perfect! - Negative consequences not associated with failure
Rate them on frequency
Each emotive state
Combination of
9 variables
Why study flow?
“A teacher who understands the conditions that make children want to learn is in a position to turn these activities into flow experiences... they [the children] are on their way to a lifetime of self-propelled acquisition of knowledge.”

- Mihalyi Csikszentmihalyi
Vygtosky's Zone of proximal development
Kartik Aneja and Tanushree Sarkar
[Bringing flow to the classroom]
Full transcript