Amanote Research

Amanote Research

    RegisterSign In

Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment

doi 10.4018/978-1-4666-8200-9.ch073
Full Text
Open PDF
Abstract

Available in full text

Date

January 1, 2015

Authors
Meixun ZhengHiller A. Spires
Publisher

IGI Global


Related search

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

Frontiers in Psychology
Psychology
2019English

Informal Learning Environment: Summer Outdoor Science Experience

American Journal of Educational Research
2014English

D-Move: A Sociotechnical Environment to Provide Experience- Based Learning to Digital Natives

2016English

Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience

International Journal of Serious Games
2017English

Collective Emotional Atmosphere in Mathematics Lesson Based on Finnish Fifth Graders’ Drawings

LUMAT
Education
2015English

Enhancing Science Learning Through Science Trade Book Reading for 5th Graders

Journal of Education in Science, Environment and Health
2020English

The Use of Digital Game Based Learning in Manufacturing Education – A Case Study

Lecture Notes in Computer Science
Computer ScienceTheoretical Computer Science
2018English

Rich Еducational Video Mazes as a Visual Environment for Game-Based Learning

CBU International Conference Proceedings
2019English

Teachers' Experience and Reflections on Game-Based Learning in the Primary Classroom

2018English

Amanote Research

Note-taking for researchers

Follow Amanote

© 2025 Amaplex Software S.P.R.L. All rights reserved.

Privacy PolicyRefund Policy