Flow Theory to Promote Learning in Educational Systems: Is it Really Relevant?

Flow Theory has been increasingly applied to Computers and Education to address several topics within this field (e.g., motivation, engagement, learning performance and so on). At the same time, in comparison with other recent theories related to Computers and Education, (e.g., Self-Determination Theory, S-Curve Theory, Intrinsic motivation, etc.), is a young topic, with different open research questions. Additionally, the Computers and Education community still lacks a comprehensive understanding of how Flow Theory is used in the area. Thus, this paper presents a Systematic Literature Review aiming to identify how students' flow state are measured during learning activities, how such activities are designed, which are the flow models used in Computers and Education and which are the main benefits of being in the flow state for the students. The main findings of this work are: (1) there is positive evidence about the benefits of applying Flow Theory in Computers and Education, especially, for increasing students’ learning, to generate students’ satisfaction, and to enable exploratory behavior; (2) the majority of studies use questionnaires to manual identify students’ flow state; (3) a great diversity of flow state scales have been used; (4) the majority of studies are not designing activities for leading students to the flow state, and (5) the Csikszentmihalyi’ flow model is more used. Finally, we conclude this work by showing some promising and interesting research opportunities that are underexplored in current research and practice.

[1]  Wilk Oliveira dos Santos,et al.  State of the Art in Educational Games Virtualization , 2016 .

[2]  R. Eisenberger,et al.  Flow experiences at work: for high need achievers alone? , 2005 .

[3]  Jéssyka Vilela,et al.  A Systematic Review on the Use of Ontologies in Requirements Engineering , 2014, 2014 Brazilian Symposium on Software Engineering.

[4]  Aidan Moran,et al.  Flow Among Musicians , 2012 .

[5]  Li Chen,et al.  Implicit Acquisition of User Personality for Augmenting Movie Recommendations , 2015, UMAP.

[6]  A. Graesser,et al.  Dynamics of affective states during complex learning , 2012 .

[7]  Pearl Brereton,et al.  Performing systematic literature reviews in software engineering , 2006, ICSE.

[8]  H. Marsh,et al.  Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .

[9]  JooYoungJu,et al.  The Structural Relationship among Learner Motivation, Program, Organizational Support, Interaction, Flow and Learning Outcome in Cyber Education , 2010 .

[10]  Marisa Salanova,et al.  Flow Experience among Information and Communication Technology Users , 2008, Psychological reports.

[11]  Wilfried Admiraal,et al.  The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..

[12]  Peng Liang,et al.  Knowledge-based approaches in software documentation: A systematic literature review , 2014, Inf. Softw. Technol..

[13]  Peter Brusilovsky,et al.  From adaptive hypermedia to the adaptive web , 2002, CACM.

[14]  H. Cooper,et al.  A meta-analysis of the effectiveness of intelligent tutoring systems on college students' academic learning , 2014 .

[15]  Patrícia Augustin Jaques,et al.  Improving pedagogical recommendations by classifying students according to their interactional behavior in a gamified learning environment , 2015, SAC.

[16]  F. Massimini,et al.  The systematic assessment of flow in daily experience , 1988 .

[17]  Sandra Camargo Pinto Ferraz Fabbri,et al.  Using GQM and TAM to evaluate StArt - a tool that supports Systematic Review , 2012, CLEI Electron. J..

[18]  Mazni Omar,et al.  Improving Engagement in Hypermedia Learning: A Design for Navigation Support , 2014, iiWAS.

[19]  Sheng-Chin Yu,et al.  journal homepage: www.elsevier.com/locate/compedu , 2022 .

[20]  Dennis L. Hoffman,et al.  Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundations 1 ) , 1998 .

[21]  Tore Dybå,et al.  Empirical studies of agile software development: A systematic review , 2008, Inf. Softw. Technol..

[22]  Ig Ibert Bittencourt,et al.  A computational model for developing semantic web-based educational systems , 2009, Knowl. Based Syst..

[23]  Elizabeth A. L. Stine-Morrow,et al.  In the zone: flow state and cognition in older adults. , 2011, Psychology and aging.

[24]  Beverly Park Woolf,et al.  Building Intelligent Interactive Tutors: Student-centered Strategies for Revolutionizing E-learning , 2008 .

[25]  Shinya Sakai,et al.  The Flow State Scale for Occupational Tasks: Development, Reliability, and Validity , 2013 .

[26]  Anthony Faiola,et al.  Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning , 2013, Comput. Hum. Behav..

[27]  Eduardo Salas,et al.  Game-based Learning: The Impact of Flow State and Videogame Self-efficacy , 2010 .

[28]  Brett E. Shelton,et al.  Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments , 2011 .

[29]  R. Eklund,et al.  Assessing Flow in Physical Activity: The Flow State Scale-2 and Dispositional Flow Scale-2 , 2002 .

[30]  Namin Shin,et al.  Online learner's 'flow' experience: an empirical study , 2006, Br. J. Educ. Technol..

[31]  Paris Avgeriou,et al.  Variability in quality attributes of service-based software systems: A systematic literature review , 2013, Inf. Softw. Technol..

[32]  O. Dieste,et al.  Developing Search Strategies for Detecting Relevant Experiments for Systematic Reviews , 2007, First International Symposium on Empirical Software Engineering and Measurement (ESEM 2007).

[33]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[34]  Barbara Kitchenham,et al.  Procedures for Performing Systematic Reviews , 2004 .

[35]  Fabien Fenouillet,et al.  EduFlow: Proposal for a new measure of flow in education , 2013 .

[36]  Timo Lainema,et al.  Foundation for Measuring Engagement in Educational Games , 2008 .

[37]  Andrew J. Martin,et al.  Brief approaches to assessing task absorption and enhanced subjective experience: Examining ‘short’ and ‘core’ flow in diverse performance domains , 2008 .

[38]  Timo Lainema,et al.  The Design Principles for Flow Experience in Educational Games , 2012, VS-GAMES.

[39]  K. Kiili Evaluations of an experiential gaming model , 2006 .

[40]  Carlos Delgado Kloos,et al.  Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness , 2014, Comput. Educ..

[41]  David J. Shernoff,et al.  Flow in Schools Cultivating Engaged Learners and Optimal Learning Environments , 2008 .

[42]  Regina Vollmeyer,et al.  Die Erfassung des Flow-Erlebens , 2003 .

[43]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[44]  Jumi Lee,et al.  The Structural Relationship Among Academic Stress, Learning Motivation, and Emotion Regulation of Elementary School Students , 2015 .

[45]  Natalia Juristo Juzgado,et al.  Developing search strategies for detecting relevant experiments , 2009, Empirical Software Engineering.

[46]  Tancicleide Gomes,et al.  Towards to Flow State Identification in Educational Games: An Empirical Study , 2017 .

[47]  Ali Selamat,et al.  A systematic literature review of software requirements prioritization research , 2014, Inf. Softw. Technol..