Dr Linda K Edge Hill University

Slides:



Advertisements
Similar presentations
Supporting further and higher education Setting the scene Rhona Sharpe Learner Experience Support Project.
Advertisements

Learning at Our primary role has been to help schools, teachers and lifelong learners engage with NLS collections through online resources, workshops and.
Lecture 09: Internal Validity and Experiments. Outline Causal Relations Internal Validity Threats to Internal Validity Video Games and Violence Designs.
Motivation is the direction and intensity of effort.
Teaching/Learning Strategies to Support Evidence-Based Practice Asoc. prof. Vida Staniuliene Klaipeda State College Dean of Faculty of Health Sciences.
COMPETITION BASICS Damon Burton & Bernie Holliday Vandal Sport Psychology Services University of Idaho.
Computer game-based learning in Higher Education Nicola Whitton May 2007.
My Community My Place My Pride Hlengiwe Mfeka Mconjwana High School
Skills and Techniques Lesson Eight.
WHAT IS EXPECTED OF YOU Assessment and task sheet.
Changes to the economic and industrial marketplace have resulted in the emergence of virtual teams and flatter structures. Given the changing work structures,
CfE Higher Physical Education
Human Resources ‘Blue skies’ storyboards Greg Benfield Oxford Centre for Staff and Learning Development.
From Classroom To Cyberspace Susie Ventura, Mark Dando, Matthew Hughes Senior Lecturers Faculty of Health and Social Care Bristol UWE.
Discussion  The results suggest that prosocially oriented videogames have at least a short-term priming effect for prosocial thoughts, feelings, and attributed.
An Examination of the Factors Influencing Student Participation in Collaborative Approaches to Examination Preparation Paul Greenbank Edge Hill University.
Classroom Climate and Students’ Goal Structures in High-School Biology Classrooms in Kenya Winnie Mucherah Ball State University Muncie, Indiana, USA June,
Enjoyability of English Language Learning from Iranian EFL Learners' Perspective.
International Conference on Enhancement and Innovation in Higher Education Crowne Plaza Hotel, Glasgow 9-11 June 2015 Welcome.
ICT TEACHERS` COMPETENCIES FOR THE KNOWLEDGE SOCIETY
Job design & job satisfaction
2 The nature of the Accounting discipline requires specific pedagogical methods An effective leadership approach to promote the discipline at the secondary.
Psychology students’ experiences of peer tutoring in academic writing European Congress of Psychology, Oslo, July 2009 Kathy Harrington, Savita Bakhshi.
Queensland University of Technology The Use of Assessment Strategies to Develop Critical Thinking Skills in Science. Dr Megan H. Hargreaves.
Making a difference? Measuring the impact of an information literacy programme Ann Craig
Strengthening the quality of research for policy engagement in the African context – achievements and aspirations Tebogo B. Seleka Botswana Institute for.
Chris Evans, University of Winchester Dr Paul Redford, UWE Chris Evans, University of Winchester Dr Paul Redford, UWE Self-Efficacy and Academic Performance:
Learning and Teaching Technology Integration Dr. Brush Research Group
@VOLCROWE Develop new models of motivations for volunteering in the context of non-commercial crowdsourcing projects. Evaluate a range.
Skills and Techniques Lesson Seven. Stages of Skill Learning Methods of Practice Principles of effective practice Feedback Planning Stage Shadow Practice.
The contrasting environments that early career academics experience in their departmental teaching and on programmes of initial professional development.
Anna Linnakylä Researcher Agora Center, University of Jyväskylä Finland Petri Lounaskorpi Pedagogical Consultant Municipality of Konnevesi Finland Involving.
Facilitating Learning – Part II By : Dr Malik Zaben By : Dr Malik Zaben MD, PhD, MRCS MD, PhD, MRCS.
CHILDREN’S PERCEPTIONS OF LEARNING WITH EDUCATIONAL GAMES USING IPOD TOUCHES Yasemin Allsop ICT Coordinator, Wilbury Primary School (UK)
Sport Psychology Intrinsic motivation-
The influence of learner characteristics on degree and type of participation in a CSCL environment Prinsen F, Volman M, Terwel J. The Influence of Learner.
The game is 3erd person and the goal is to beat the game or just free roam. There is many different skate parks and street spots. You can skateboard around.
Lestin, Y. H. Lee, Winton, W. T. Au, & Fion, W. K. Law The Chinese University of Hong Kong Aug th Kyoto.
Students’ perceptions on using blogs for reflective learning in higher educational contexts Presenters : Irshad Ali and Dr Kevin Byard.
Using games and simulations for supporting learning Presenter: Hsiao-lan Lee Professor: Ming-Puu Chen Date: 03 / 09 / 2009 de Freitas, S. I. (2006). Using.
School ICT Learning programmes Module 3 Workshop 3.
The Impact of Student Self-e ffi cacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment Presenter:
A comparative study of the ways in which two modules of the 2005 B Ed Honours Course at UCT served to develop two educators in their professions Course:
Interface Scale & Performance Environment: Jennifer Gee Douglas Wilson CS 376 December 12, 2006 Teasing Out the Dimensions of Arcade Gameplay.
Adopting and adapting teaching and learning styles Neil Denby.
Developing a Metric for Evaluating Discussion Boards Dr. Robin Kay University of Ontario Institute of Technology 2 November 2004.
Characteristics of Flow States and The Zone Personal examples? Is It A Special Case of Intrinsic Motivation? Flow and peak performances; peak experiences.
Using Avatars and Virtual Environments in Learning: What do they have to offer? Article Review By: Amanda Lawrie.
The Effect of Athlete’s Perceptions of Coaching Behavior and Coaches’ Perceived Behavior on Burnout in NCAA Division III Collegiate Athletes: A Proposal.
Gamifying the Classroom A Psychological Examination of Using Video Games in Education.
By Nancy Ghattas S Integral part of children and adult lives Average amount of playing time is around 13 hrs per week Most popular games contains.
CLIL: Methodology and Applications Team work: Mazzarelli Gioconda, Plenzick Angelina, Vaccarella Lucia, Vertucci Italia. Liceo Scientifico G. Rummo – BN.
C2ME Main findings Jeanine Suurmond, AMC, dept of Public Health, Project leader C2ME 18 September 2015 ‘Culturally Competent In Medical Education’ Amsterdam.
Camila Alaasam, Kelsey Wilson, Caitlin Grinsell, & Dr. Laurie Hunter Department of Psychology Importance of the Research and Research Question Methodology.
Satisfaction, Guaranteed: My Perceptions of You Are More Predictive of Negotiation Satisfaction Than Your Actions Devin E. Howington and Sara D. Hodges.
Influence of school physical education programme.
Group flow: What is it and what does it tell us about social-based gaming? Dr Linda K. Kaye Department of Psychology, Edge Hill University
Exploring the effects of stereotype threat in the context of digital gaming Linda K. Kaye & Charlotte R. Pennington (Edge Hill University, UK) Introduction.
Options in Applied Psychology G543 Generic exam advice.
Gender Differences in Predictors of Academic Success: Mental Toughness and Affect Rosey Stock and Amanda Hodder Stock, R., Hunt, F., Fern-Pollak, L., Lynam,
Learning Gain in Active Citizenship Funded by the Higher Education Academy (HEA) Dr. Mary Deane, Senior Lecturer in Education Oxford Brookes University.
#Uptake_ICT2life-cycle
Dr Linda K Kaye 20th Understanding the role of social contexts and experiences in digital gaming Dr Linda K Kaye.
Oleh: Beni Setiawan, Wahyu Budi Sabtiawan
SELF-DOUBT EFFECTS DEPEND ON BELIEFS ABOUT ABILITY
Linda K. Kaye, Rebecca L. Monk, Helen J. Wall, Iain Hamlin & Adam Qureshi Department of Psychology, Edge Hill University Measuring Flow on the Go: The.
Linda K. Kaye 1, Rachel Kowert 2 & Sally Quinn 3
Effect of Second Life on Student Motivation
Presentation transcript:

Dr Linda K Edge Hill University

Background (what I read) Aims (what I wanted to find out) Methodology (what I did) Results (what I found) Discussion (what I reckon)

 Playing games socially with others is appealing.  social interaction  social connectedness with friends (Griffiths, 1997; Kaye & Bryce, under review).  Related to positive experiences and can be a key motivation for playing (Chappell, Eatough, Davies, & Griffiths, 2006; Griffiths, Davies, & Chappell, 2004).  Increasingly popular:  64% of gamers play with others(ESA, 2010).  55% of social gamers are female (ISG, 2010).

 Playing socially enhances gaming experiences:  arousal  positive affect  engagement (Gajadhar et al., 2008, 2009; Madryk et al., 2006; Ravaja et al., 2006).  Can also promote experiences of “group flow”, particularly in cooperative-based gaming. Achieved through collective competence, collaboration and knowledge of others’ skills (Kaye & Bryce, under review).  Unclear how group flow may be distinct from individual flow experienced in solo gaming contexts (Kaye, Bryce, & Pollard, under review).

 Also unclear how flow in social gaming may be different between cooperative and competitive gameplay.  The importance of teamwork and cooperation is essential in achieving game objectives in collaborative play (Frostling- Henningsson, 2009)  However, competitive gaming is likely to be different.  Differential outcomes between cooperative and competitive gaming tasks (Anderson & Morrow, 1995; Eastin, 2007)  Physiological arousal (Lim & Reeves, 2010)  Unclear of how subjective experiences may be different

 Most research is experimental, comparing differential outcomes of computers versus human opponents (Easton, 2006; Lim & Lee, 2009; Lim & Reeves, 2010; Williams & Clippinger, 2002):  Physiological arousal  Flow  Enjoyment  Positive Affect (Gajadhar et al., 2008; Guadagno et al., 2007; Mandryk et al., 2006; Weibel et al., 2008).  Little evidence “beyond the laboratory”

1. To examine the extent to which flow experiences and mood outcomes differ between: a. Solo versus social gaming contexts. b. Online versus offline social gaming contexts. c. Competitive versus cooperative social gaming contexts 2. To examine the influence of trait aggression and trait competitiveness on mood outcomes.

FLOW IN GAMEPLAY MOOD AFTER GAMEPLAY Solo gaming experience Social gaming experience Positive Mood Negative Mood CONTEXT Online Offline TYPE OF PLAY Cooperative Competitive

Participants Gamers (N = 302) recruited from Games courses at UCLan, and from relevant gaming websites Materials Flow = Flow State Scale- 2 (Jackson & Eklund, 2002; Jackson & Marsh, 1996) Mood = PANAS (Watson et al., 1988)

Mean Gaming Context t (259) = 2.16, p <.05

 Playing games with others enhances positive feelings  Supports previous studies  Flow is equivalent between solo and social  Different type of flow operating?

Flow (Solo).52**15*.64**.33** Positive Affect (Solo).29**.31**.70**.17** 3. Negative Affect (Solo).02.21**.48** 4 Flow (Social).48** Positive Affect (Social).21 6 Negative Affect (Social) ** p <.01 * p <.05

 Flow in gameplay is related to positive feelings after playing  Supports previous studies, and extends to examine these links in social gaming

Mean Gaming Context Type of gameplay

 No differences regardless of context or type of gameplay  Lack of distinction between cooperative and competitive in some instances?

 Retrospective  Positive bias  Group size in social gaming  But, provides more “true-to-life” account of gaming

 Little research on offline social contexts and gaming processes on outcomes.  This study examined different gameplay contexts and types for experiences of flow and mood outcomes  No differences in flow, but higher Positive Affect after playing in socially compared to solo  Group flow  Suggests the importance of examining the social dimensions and contexts of gaming

Kaye, L. K., & Bryce, J. (in prep). “Go with the flow”: The experiences and affective outcomes of solo versus social gameplay. Kaye, L. K. & Bryce, J (forthcoming, 2012). Putting the fun factor into gaming: The influence of social context on experiences of playing videogames. International Journal of Internet Science, 6 (2) Kaye, L. K., Bryce, J., & Pollard, P. (in prep). “I need a Wii”: Motivations and experiences of playing videogames.