Situated Cognition: Difference between revisions

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=== Overview ===
= Overview =


=== Evidence ===
The experiential gaming model is a learning approach that integrates [[Experiential Learning | experiential learning]] theory, [[flow | flow theory]] and game design. The focus is understanding how the factors contributing to a flow state can be used in educational games to maximise its impact. The model emphasises the importance of providing players with immediate feedback and clear goals and challenges that match their skill level.


=== Examples ===
== Stages of Computer-mediated flow states ==


=== Design Implications ===
= Evidence =


=== Challenges ===
= Examples =


=== References ===
= Design Implications =
 
= Challenges =
 
= References =

Latest revision as of 00:28, 28 February 2023

Overview[edit | edit source]

The experiential gaming model is a learning approach that integrates experiential learning theory, flow theory and game design. The focus is understanding how the factors contributing to a flow state can be used in educational games to maximise its impact. The model emphasises the importance of providing players with immediate feedback and clear goals and challenges that match their skill level.

Stages of Computer-mediated flow states[edit | edit source]

Evidence[edit | edit source]

Examples[edit | edit source]

Design Implications[edit | edit source]

Challenges[edit | edit source]

References[edit | edit source]