ERIC Number: EJ1462264
Record Type: Journal
Publication Date: 2025-Dec
Pages: 18
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: EISSN-2196-7091
Available Date: 2025-03-12
The Effects of Demographic Factors on Learners' Flow Experience in Gamified Educational Quizzes
Ainur Issabek1; Wilk Oliveira2; Juho Hamari2; Andrey Bogdanchikov1
Smart Learning Environments, v12 Article 25 2025
In recent years, gamification gained widespread adoption in education aiming to increase students' positive experiences (e.g., motivation, engagement, and flow state). However, the results of using gamification in education are still contradictory, challenging the community to comprehend the influence of individual factors on learners' experiences within gamified educational systems. To tackle this challenge, this study explored how various demographic factors (i.e., gender, degree, individualism/collectivism, and masculinity/femininity) impact the flow experience of learners in a gamified educational quiz. A quantitative cross-cultural study involving 205 participants was conducted, utilizing partial least squares structural equation modeling to explore the influence of demographic factors on learners' flow experience in the gamified educational quiz. The analysis revealed that age has a significative positive association with learners' flow experience, while individualism has a negative association. These findings provide insights into educational technologies and gamification, offering a deeper understanding of how demographic factors shape learners' flow experience in gamified educational environments.
Descriptors: Gamification, Tests, Demography, Attention, Learner Engagement, Student Motivation, Gender Differences, Individualism, Collectivism, Masculinity, Femininity, Student Characteristics
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Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: 1SDU University, Faculty of Engineering and Natural Sciences, Kaskelen, Almaty, Kazakhstan; 2Tampere University, Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere, Finland