Situated Cognition: Difference between revisions
Tanvivartak (talk | contribs) |
Tanvivartak (talk | contribs) |
||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
= Overview = | |||
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. | |||
== | == Stages of Computer-mediated flow states == | ||
= | = Evidence = | ||
= | = Examples = | ||
= | = Design Implications = | ||
=== References | = Challenges = | ||
= References = |
Latest revision as of 23:28, 27 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.