THE STATE OF FLOW DURING THE USE OF SERIOUS GAMES BY STUDENTS OF ELEMENTARY SCHOOL
DOI:
https://doi.org/10.21728/p2p.2024v11n1e-7037Keywords:
learning;, serious games, flow theory.Abstract
The aim of this article is to analyze the state of flow during the use of Serious Games in the educational process of students in the second cycle of elementary school. To this end, a qualitative, descriptive-interpretative investigation was carried out using Serious Games by fifty-four students, covering Mathematics and Biology content. Data was collected by observing the application of the games and a focus group with the students in order to understand the influence of the game on the teaching and learning process. The results were analyzed using the Flow theoretical framework, establishing the correlation between challenges and skills, the level of player anxiety and the prevalence of entertainment as a motivating factor for engagement. As a result, the students say it is more interesting to study and have fun at the same time in a more dynamic and productive school environment, maintaining entertainment as a motivating factor for learning.
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Copyright (c) 2024 William Henoch Alves Pereira, Raquel Rosan Christino Gitahy, Sidinei de Oliveira Sousa
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