Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning

被引:28
|
作者
Yeh, Yu-chu [1 ,2 ]
Chen, Szu-Yu [1 ]
Rega, Elise Marie [1 ]
Lin, Chin-Shan [1 ]
机构
[1] Natl Chengchi Univ, Coll Educ, Taipei, Taiwan
[2] Natl Chengchi Univ, Res Ctr Mind Brain & Learning, Taipei, Taiwan
来源
FRONTIERS IN PSYCHOLOGY | 2019年 / 10卷
关键词
creativity; flow experience; mastery experience; mindful learning; self-efficacy; game-based learning; EMPLOYEE CREATIVITY; MEDIATING ROLE; STUDENTS; ENGAGEMENT; CHILDREN; SKILLS;
D O I
10.3389/fpsyg.2019.01593
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This study was performed within the limited framework of computer-game-based educational programs designed to enhance creativity. Furthermore, the utilization of mindful learning and moderators such as flow, mastery experience, and self-efficacy, brings this research to the forefront of modern educational practices. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analyses presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon completion of the experimental instruction, self-evaluation revealed that participants with higher scores on the concerned variables improved more in both creative ability and confidence than their counterparts. Additionally, path model analysis revealed that mindful learning experience was a powerful predictor of both mastery experience and flow experience; it also influenced mastery experience through flow experience and self-efficacy. The findings support the effectiveness of the game-based learning program developed in this study. Moreover, this study contributes to the theoretical construction of how game-based learning can be designed to facilitate mindful learning experience, flow experience, self-efficacy, and mastery experience during creativity. Some additional enhancement mechanisms utilized in the program were: rewards for high-quality performance, challenging tasks, a variety of design components, immediate feedback, and idea sharing. The theoretical design of this study provides support for the ongoing scientific investigation of new applications of mindful learning in educational programs concerning the learning of creativity.
引用
收藏
页数:12
相关论文
共 50 条
  • [1] Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students
    Yeh, Yu-chu
    Chang, Han-Lin
    Chen, Szu-Yu
    COMPUTERS & EDUCATION, 2019, 132 : 63 - 75
  • [2] Are They Learning or Playing? Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment
    Lu, Yu-Ling
    Lien, Chi-Jui
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2020, 57 (08) : 1879 - 1909
  • [3] CREATIVITY AND GAME-BASED LEARNING
    Tomos, Florica
    Shabalina, Olga
    Malliarakis, Christos
    Balan, Oana
    Mozelius, Peter
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 6726 - 6735
  • [4] Increasing teachers' creativity through Game-Based Learning
    Logofatu, Bogdan
    Dumitrache, Anisoara
    Gheorghe, Mihaela
    PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING, ICVL 2010, 2010, : 467 - 470
  • [5] Analysis of a Digital Game-Based Learning Experience
    Amaya-Olarte, Nathaly
    Torres-Barreto, Martha Liliana
    Plata-Gomez, Karen Rocio
    REVISTA ELECTRONICA DE INVESTIGACION EDUCATIVA, 2024, 26
  • [6] Influences of Growth Mindset, Fixed Mindset, Grit, and Self-determination on Self-efficacy in Game-based Creativity Learning
    Yeh, Yu-chu
    Ting, Yu-Shan
    Chiang, Jui-Ling
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2023, 26 (01): : 62 - 78
  • [7] Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience
    Chan, Kevin
    Wan, Kelvin
    King, Vivian
    FRONTIERS IN EDUCATION, 2021, 6
  • [8] Designing for Game-based Learning Model: The Effective Integration of Flow Experience and Game Elements to Support Learning
    Abd El-Sattar, Hussein Karam Hussein
    2017 14TH INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS, IMAGING AND VISUALIZATION (CGIV 2017), 2017, : 34 - 43
  • [9] Effects of the Badge Mechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment
    Yang, Jie Chi
    Quadir, Benazir
    Chen, Nian-Shing
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2016, 54 (03) : 371 - 394
  • [10] The Experience of Adopting Game-Based Learning in Library Instruction
    Hsu, Sheng-Hui
    Cheng, Shu-Chen
    Huang, Yueh-Min
    LEARNING BY PLAYING: GAME-BASED EDUCATION SYSTEM DESIGN AND DEVELOPMENT, 2009, 5670 : 571 - +