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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention