Flow and the Pedagogical Affordances of Computer Games: A Case Study
ARTICLE
Photini Theodoulou, Lucy Avraamidou, Charalambos Vrasidas
Educational Media International Volume 52, Number 4, ISSN 0952-3987
Abstract
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in Cyprus. Data were collected from interviews with students and teachers (before and after the implementation), observations in the classroom, the reflective diary of the researcher, and two questionnaires for the students (before and after the implementation). Data analysis showed, among others, that the integration of the game reinforced the active participation of students in the course by evoking their interest and the creation of a "flow" state while using the game. Moreover, the game emerged as a tool for constructing an engaging learning experience through the interactions it supported and encouraged. The results highlight the importance of the use of computer games in education, especially in times that the pedagogical practices need urgent renewal in order to engage students in classroom settings.
Citation
Theodoulou, P., Avraamidou, L. & Vrasidas, C. (2015). Flow and the Pedagogical Affordances of Computer Games: A Case Study. Educational Media International, 52(4), 328-339. Retrieved June 2, 2023 from https://www.learntechlib.org/p/176077/.

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Keywords
- affordances
- Attention
- case studies
- Citizenship Education
- computer games
- Diaries
- Educational Practices
- Food
- Foreign Countries
- Grade 9
- High School Students
- instructional design
- Interviews
- learner engagement
- Learning Experience
- Observation
- Poverty
- Program Implementation
- Psychological Patterns
- Questionnaires
- student participation
- Urban Schools
- video games